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[Work in Progress] Janus Research Center (Hammer)
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Dragonsbrethren
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 PostPosted: Sat Aug 02, 2008 12:27 pm    Post subject: Reply with quote Back to top

Wreck wrote:
Also, a hanging lamp is attached to the ceiling.

Technically it's floating one unit below the ceiling, which isn't really visible in the game. If the block with the lamp texture was actually touching the ceiling you would end up with a one-unit thick hole in the ceiling where that piece of the map was cut out during compiling. Might not sound like much of an issue but it's actually a lot more visible than the floating lamp because of contrast with the sky color, even when I was looking for a space between the ceiling and lamp (or floor and railing) I couldn't see it but as soon as that hole was there it was immediately visible from the right angles.


Wreck wrote:
SubDrag: Would it be possible to allow for vertice RGB modification in the Editor? Like, if I were to click on a vent, which would normally show up grey in colour when making a Hammer map (FFFFFF RGB through conversion), could I change the colour values and export the new vertice file? Not the Indice, so it preserves everything as is, just the vertice. This way, we could further customize our maps even greater. Darken certains rooms, tint specific walls, try to add depth or shadow and hotspots from light. That would be a fantastic new addition to the Editor and a wonderful way to spice up the maps we make.

This is an awesome idea. Smile
 
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Wreck
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 PostPosted: Mon Aug 04, 2008 4:38 am    Post subject: Reply with quote Back to top

I didn't realize that the lamp wasn't connected to the ceiling, but I know what you mean about having a 'slice' out of the texture it's supposed to be attached to, having seen the railing test we worked on. There is a way to avoid that, however, even when your two images are sharing the same space.

What I do, is finish the room as a whole. Complete with both Primary and Secondary textures. I save this as the "full" version of the room. Afterwards, I delete every single Secondary piece. Once they're all gone, I save this as the "primary" version. Now, I reload the "full" room again. With this open, I null out every bit of Primary imagery. This is then saved as the "secondary" version of the room.

Open up Crafty, load in the "primary" and the "secondary" rooms, and export them both as .obj files. Bring them into the GoldenEditor, convert them to GE format, and stick them together manually in a hex editing program. Tweak this, mod that. It all comes together in the end.

It may take a little more time, but it works wonderfully.
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SubDrag
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 PostPosted: Mon Aug 04, 2008 4:57 am    Post subject: Reply with quote Back to top

They need to share the vertice set though then, and just have different indices. Does it work that way?
 
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GERage
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 PostPosted: Mon Aug 04, 2008 4:55 pm    Post subject: Reply with quote Back to top

OK, so enough about secondary indices! I don't need to worry about them now.

Btw, here is a science lab area which makes up the lower section of the level:



I also think I'll have to move the bathroom, since Moire patterns are appearing on the urinals. I'll also modify the toilets and sinks. Guess the bathroom wasn't as finished as I thought....

In the meantime, I will make the uppermost section of the level.
 
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GERage
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 PostPosted: Fri Aug 08, 2008 8:46 pm    Post subject: Reply with quote Back to top

OK, another problem!

After I did the upper section and tried to playtest, the level wouldn't load! I'm thinking it has something to do with a room there which has a ceiling higher than the rest of the level. I'll try lowering said ceiling and playtesting again, editing this post after doing so.

Edit:
The level still can't load! Sad Now I'll need some help.
 
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flopperr999
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 PostPosted: Sat Aug 09, 2008 7:45 am    Post subject: Reply with quote Back to top

GERage wrote:
OK, another problem!

After I did the upper section and tried to playtest, the level wouldn't load! I'm thinking it has something to do with a room there which has a ceiling higher than the rest of the level. I'll try lowering said ceiling and playtesting again, editing this post after doing so.


You mean there's a big hole at the top of the map where the ceiling should connect?

You put the a null texture box around your map right?
 
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GERage
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 PostPosted: Sat Aug 09, 2008 7:57 am    Post subject: Reply with quote Back to top

There's no hole at the top of the ceiling, because the compiling log didn't display 'there is a leak in the map'.

But, there is a null block on that upper level filling in a purposely made hole (used as the entrance to the level).
 
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flopperr999
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 PostPosted: Sat Aug 09, 2008 8:10 am    Post subject: Reply with quote Back to top

Alright. I would also suggest ANOTHER null texture block surrounding the ENTIRE map, just to be absolutely certain. Did you do all of the clipping steps?

Stan Convert
Redo Clipping Connections
Redo all Plinks
Stan Convert
Redo Clipping Connections
Output Clipping File

You may have forgotten (Not that I'm doubting you, but people aren't immune to making mistakes.)
 
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GERage
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 PostPosted: Sat Aug 09, 2008 8:17 am    Post subject: Reply with quote Back to top

No. I'll try that next and see what happens.

Edit:
That did nothing; the level still doesn't load!
 
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Wreck
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 PostPosted: Sat Aug 09, 2008 9:42 am    Post subject: Reply with quote Back to top

Putting one huge block around the entire map and texturing the outside faces doesn't work. You'll still end up with a 'Portal' error during compiling. The .bsp file seems to come out okay, but I'm not sure if everything about the stage is as it should be.

What you're supposed to do, is null out your dead space individually. Like have one block for the ceiling, and one for each wall - depending on how it is setup, of course. That gets rid of those leaking problems. Just be sure that everything else is connected properly, and that no spaces are left between any surfaces. If there are, either address the issue by stretching one block out, or filling in the space with null.
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GERage
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 PostPosted: Sat Aug 09, 2008 6:18 pm    Post subject: Reply with quote Back to top

Just so you know, I am not having any compiling issues or leaks. The level also appears as it should in the Editor, but the game freezes just before it loads.

I'm thinking it is because the level is too big and will have to be split into rooms, but I'm not sure.
 
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SubDrag
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 PostPosted: Sun Aug 10, 2008 6:01 am    Post subject: Reply with quote Back to top

Oh yeah, you have to split into rooms Sad
 
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GERage
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 PostPosted: Mon Aug 25, 2008 7:18 pm    Post subject: Reply with quote Back to top

Finally, an update on my progress!

I've got the level working again after splitting it into rooms, and I am now adding optional stuff like hazard signs.

Sadly, the GE wad file does not have some of those hazard signs. These
2 shots are an attempted workaround:



^Not too bad for this pic. The left sign can be shifted, and the right slot thing is perfect.



^And this pixelated crap is supposed to be a 'corrosive' sign. Not sure how to correct this.

I also have to do secondary indices. How do you make them?
 
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GERage
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 PostPosted: Tue Sep 02, 2008 7:49 pm    Post subject: Reply with quote Back to top

Ugh, an update and another problem!

All signs (except the slots) in the level have been removed. I realized they weren't worth the effort.

Also, I'm still having issues loading the full level in-game even after splitting into rooms. The level is 6 rooms, but only 5 max can load properly. I'd appreciate some help.... Rolling Eyes

I'm also waiting for the tutorial on secondary indices to come out, so I can finish those toilet seats and (finally) start doing a multi setup, then a mission.
 
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