2 MB MAPPING CHALLANGE - Avatar

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ShadowRunner
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Re: 2 MB MAPPING CHALLANGE - Avatar

Post by ShadowRunner »

Willy Wonka's chocolate factory would certainly be a contender for originality.
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Post by [DXA]avatar »

did u see the map shadow :D?
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Re: 2 MB MAPPING CHALLANGE - Avatar

Post by [FGS]Kalman »

ShadowRunner wrote:Willy Wonka's chocolate factory would certainly be a contender for originality.
Avatar, if you made it, you'll be the next GOD :D
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Post by [DXA]avatar »

sorry but that'll never happen cause i ain't god :/ ....
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Re: 2 MB MAPPING CHALLANGE - Avatar

Post by Alessi »

[DXA]avatar wrote:sorry but that'll never happen cause i ain't god :/ ....
Yes you are...you just have to believe in yourself Avatar...believeeeeee *fades away*
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Post by ShadowRunner »

[DXA]avatar wrote:did u see the map shadow :D?
Yes and WOW.

It's like 2 different mappers.

It's too early to really give much feedback, other than wow, keep going.

It's similar in layout to smuggler, so I was wondering if it should have steps down and up to some areas like smuggler, just to break up the flatness.

So far I really like it, yes wow, keep going.
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What I see, the floor texture needs Shift+T to select all floor texture, then unlick "bright corners", this is for signage or lights.
Also then just choose Align>floor/ceiling. This should remove any marks where brushes are joining. I hope you don't mind me saying in the thread, but I've noticed several challengers have this issue also.
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Post by [DXA]avatar »

THANKS :D! ... btw you still havn't answered why are the back walls black on some pickup spaces i added? :S ? i had to change them to bright corners to make them show up :S
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Post by ShadowRunner »

I can not see any problem at all.

If you are talking about the insides of the cabinets, basically the cabinet is perhaps too small and if you look in SDK, after you placed a light inside, part of the light actor is not even inside the cabinet. I can only assume it's too small. I moved one light and it looked ok, I could see the back wall, but when I rebuilt the map, it became dark again. So either it's some stupidly annoying bug for no reason at all, or your cabinets are a bit small. I wouldn't worry about it right now, but focus on the next stage of the map. I'm wondering what light sources you will make for the light actors and how you will detail and decorate the map.

I'll see exactly what is causing it and get back to you, or I suspect I might have to show Face.

So far the map is looking very promising and playable.
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Re: 2 MB MAPPING CHALLANGE - Avatar

Post by chin.democ. »

I had a similar problem in the shelves at the upper closed spawn in DXMP_Stalkyard, in the end I zoned off the shelves and added zone lighting. Maybe try and shrink the actual light actor itself with the drawscale value under properties>display?
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Post by [DXA]avatar »

nope still black ... even the big one in the turrent room is black if u noticed :S ... well i'll send u the updated version btw ... i can't FIX IT!!!!


heck now even the side walls for the space of the new mover :S..


http://www.planetdeusex.com/tack/BrushTips.html

is it some how related to the number 3 ? the black door syndrome :S?
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Post by [FGS]Chees »

I have no fix but the black doors and moving texture's also black are a kick in the balls when mapping. also add and subtract bug on brush's also on movers (Concordia map) not showing in the editor is a big problem as well, they show in the 2d window but not on any other so unable to delete the little feckers. or am I the only mapper to come across these problems?
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Post by ShadowRunner »

Did you try actually closing the editor and restarting the delete process once opened the map again?

Things might not delete straightaway, but eventually they will.

@ Avatar, perhaps did you make the mover in place, in the cabinet itself? Movers should be made in a totally clear space which is lit. If there was no lighting in the space you made your mover, it can be black.
As for the back wall, I'm still thinking... it's easily replaceable, so don't sweat.

Actually that brush tips was new to me. I learned the hard way, to make movers correctly and not to make shortcuts, they always fail. I've never had this problem, perhaps once and I simply lit the mover the next time I built it.
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Post by [FGS]Chees »

yes Shadow i rebuild sometimes it shows in 2d after a rebuild and then it doesn't show again after a rebuild then it does and so on. The editor hides the keypad2 and repairbot as well as the add subtract brush's so log set ...bhiddened false to show then delete them works but the brush work as I said appears random in 2d. my guess is to select everything individually by click copy paste to a new map would be a a quick yet tedious fix to this bug/problem. I did the same with Concordia bug select all movers deselect every mover visible in the editor then press delete the problem invisible mover not shown was deleted problem solved on that bug.
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Post by [FGS]Chees »

Avatar I should have posted this problem elsewhere and not bug your map updates. Sorry bro
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Re: 2 MB MAPPING CHALLANGE - Avatar

Post by [DXA]avatar »

np man this is discussion ..

shadow i used a serrate space, which i separated from the map but i deleted it now since no more movers.

btw just noticed even the security consoles back is black ._. ....
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