Search found 163 matches

by ClayOgre
Tue Jul 19, 2005 4:55 pm
Forum: Works In Progress
Topic: DarkWorld 0.9a
Replies: 21
Views: 10341

I have made a lower poly version, but haven't finished with it yet. The "dzurgs" are down to 140 faces apiece, but have suffered somewhat in the looks department. I also did a reduced version of the interior vault structure, I think its down to around 1100 faces if I remember right. Also, ...
by ClayOgre
Sat Jul 09, 2005 8:47 pm
Forum: Help: Map Making
Topic: i need help
Replies: 2
Views: 1772

I didn't run your code, but I did look at it. You have no materials defined, so the client just assigns the default "mesh" material to the object. Or more accurately, you have a material, but it isn't referenced in any of you following code. You can call a group and give it a matref statem...
by ClayOgre
Sat Jul 09, 2005 6:40 pm
Forum: Works In Progress
Topic: DarkWorld 0.9a
Replies: 21
Views: 10341

mist/fog/smoke howto

Okay, this is fundamentally a variation of the fire thing...was that a LouMan invention? First I made two texture matrices to shift the cloud texture and make the mist appear to move. One moved it in one direction, the other in more or less the opposite direction. I also made two materials using the...
by ClayOgre
Sat Jul 09, 2005 2:00 am
Forum: Works In Progress
Topic: DarkWorld 0.9a
Replies: 21
Views: 10341

ummmmm???

Is that good or bad? I am not much of a player, so I dunno how this map is from a playability standpoint, tho the guys at work seem to like it, in spite of the slightly choppy-at-times framerate. I also think the materials could use some work, I don't really understand all this ambient, diffuse, spe...
by ClayOgre
Fri Jul 08, 2005 10:25 pm
Forum: Works In Progress
Topic: DarkWorld 0.9a
Replies: 21
Views: 10341

DarkWorld 0.9a

Latest iteration. It's got gothic arches, it's got Dzurgs, it's got mist/fog, whatever you wanna call it. This map is not an easy one to get screenshots of. Think of trying to tank around the outside of a haunted mansion on a foggy night. I know I keep saying this, but you REALLY want to download th...
by ClayOgre
Wed Jul 06, 2005 9:10 pm
Forum: Map releases
Topic: Experiment
Replies: 7
Views: 2235

spin command

Spin is more powerful than rotate, but for me at least, was a bit trickier to learn. The command is: spin <some angle> y x z (if I understand correctly, y and x are reversed) It apparently works around the major world axes, instead of the local object axis, like rotate does. So if you want to spin s...
by ClayOgre
Wed Jul 06, 2005 2:14 am
Forum: Map releases
Topic: Experiment
Replies: 7
Views: 2235

rotating arcs

how did you want to rotate them? You can pretty much rotate them how you want, unless you come up against the "spin" bug.
by ClayOgre
Mon Jul 04, 2005 7:42 pm
Forum: Works In Progress
Topic: DarkWorld
Replies: 5
Views: 4029

DarkWorld

Now this is just the basement, mind you, there will be a floor above the central dome, possibly with a hole in it so you can drop down into the basement, or I may just get lazy and use teleports. Face count thus far is 1121. I am guessing the finished map will be over 5000 faces. I am a bit concerne...
by ClayOgre
Sun Jul 03, 2005 8:28 pm
Forum: General Map Making Discussions
Topic: poly count question
Replies: 2
Views: 1317

Thank you. Very helpful. I made this object, but it has something like 1000 faces, and the whole thing is pretty much visible. It's just the tiniest bit choppy on my 128 PCI nVidia card.
by ClayOgre
Sat Jul 02, 2005 1:28 pm
Forum: General Map Making Discussions
Topic: A texture
Replies: 0
Views: 925

A texture

I was going for a sort of gnarly lookin' H.R. Geiger biomechanical look. I really wanted something more monochrome, but that just sort of looked muddy. It's a bit too linear, maybe . Need to perhaps make it so every other row is offset.

Image
by ClayOgre
Sat Jul 02, 2005 12:18 pm
Forum: General Map Making Discussions
Topic: poly count question
Replies: 2
Views: 1317

poly count question

Is it the total poly count of a map that affects performance, or just the poly count of what's visible out the window at a given moment? Or is it some combination of the two?
by ClayOgre
Sun Jun 26, 2005 9:07 pm
Forum: Help: Map Making
Topic: what happened?
Replies: 3
Views: 1866

Sorry I haven't replied sooner. I decided to invest in a larger hard drive and I haven't yet got everything re-comboobulated. I suspect the problem was with the normals as you have said. I ended up remaking the arch a I misplaced the file when switching to the new drive. The new version of the arch ...
by ClayOgre
Fri Jun 24, 2005 10:19 am
Forum: Help: Map Making
Topic: Help command prompt keeps closing
Replies: 2
Views: 1509

Try looking at the very end of your group definition. You have endef, it's "enddef". Then it should work, if everything else is right. I also wonder about the group instance you called: group snowman name snowman scale 2 2 2 spin 0 0 0 0 shift 10 10 10 end You don't need the line "nam...
by ClayOgre
Fri Jun 24, 2005 9:59 am
Forum: Works In Progress
Topic: An idea: DarkWorld
Replies: 6
Views: 4043

yah, too bad about the mountains. It is my understanding that they are pretty much hardwired into the game. Mebbe I could block them out somehow or other.
by ClayOgre
Fri Jun 24, 2005 9:56 am
Forum: Works In Progress
Topic: BZ-sketball
Replies: 20
Views: 9548

Well, that makes three people who have suggested that to me, I shall have to look into it.
by ClayOgre
Fri Jun 24, 2005 2:37 am
Forum: Help: Map Making
Topic: what happened?
Replies: 3
Views: 1866

what happened?

Okay, I made the object in the screenshot "gothicarch.jpg". I ran it through modeltool and got the thing in "g-arch.jpg". Where did the missing faces go? Does Blender do something screwy to the windings or something? Was I not holding my mouth right? What? This is the second obje...
by ClayOgre
Fri Jun 24, 2005 12:47 am
Forum: Works In Progress
Topic: An idea: DarkWorld
Replies: 6
Views: 4043

An idea: DarkWorld

I have TD-Linux to thank for this. I was really intrigued with the texture and color of what I came up with for the back side of the reflector (he suggested using black). The texture, a dark charcoal colored tetrawall, seemed sort of like velvet concrete. If you tinted it brown, it would be good for...
by ClayOgre
Thu Jun 23, 2005 9:07 pm
Forum: Help: Map Making
Topic: A dynamic color question.
Replies: 6
Views: 2410

actually....no...

I have an idea for a way to create lightning (ta go with the rain, a 'course). I think it could be done with a 2 dimensional mesh, an appropriate custom texture (there is a tutorial on how to make lightning for the Gimp), and a dynamic color thingy with a short cycle. You map the lightning texture o...
by ClayOgre
Thu Jun 23, 2005 11:36 am
Forum: Help: Map Making
Topic: A dynamic color question.
Replies: 6
Views: 2410

Thanks for the the help. I will give it a shot and see if it does what I want.
by ClayOgre
Thu Jun 23, 2005 11:32 am
Forum: Help: Map Making
Topic: 'nother tetra question
Replies: 4
Views: 1891

all that scrolling....

I took a peek and in his Bridges map, the mountain range has something like 2516 faces, he calls the group twice. The bridge supports 646, called three times, the bridge roads 296 called once, hits a bunch! I can get that map to run on the intel 845g grahics chips on the computers at work no problem...
by ClayOgre
Thu Jun 23, 2005 11:20 am
Forum: Help: Map Making
Topic: Material questions
Replies: 2
Views: 1486

Thank you.
by ClayOgre
Thu Jun 23, 2005 3:45 am
Forum: Help: Map Making
Topic: A dynamic color question.
Replies: 6
Views: 2410

A dynamic color question.

I haven't done much of anything with dynamic color (mostly because it makes me want to run around in circles flapping my arms and making peculiar avian noises)...but... I am wondering, is it possible to use dynamic color to fade from a color or colors to alpha? In other words to make somthing start ...
by ClayOgre
Thu Jun 23, 2005 3:43 am
Forum: Help: Map Making
Topic: 'nother tetra question
Replies: 4
Views: 1891

'nother tetra question

Do tetras use much cpu? I have this idea for something, but it would probably involve something like 300-400 tetras alone. I am figuring if LouMan can make the bridges thing with those big mountains and it works fairly well, seems like you could have quite a few tetra's in a game and not slow things...
by ClayOgre
Thu Jun 23, 2005 3:37 am
Forum: Help: Map Making
Topic: Material questions
Replies: 2
Views: 1486

Material questions

Okay, if we use GroundMaterial for a material name, we get the ground covered in whatever texture we specify...are there other "hardwired" material names, like for instance for the wall perhaps? I tried WallMaterial, but got exactly zip for my efforts. Also, from my experiments, it appears...
by ClayOgre
Wed Jun 22, 2005 5:00 pm
Forum: Works In Progress
Topic: Atriumz
Replies: 8
Views: 4384

world size

World size is 1300.