Page 3 of 6
Posted: Tue Feb 19, 2008 4:13 pm
by vinylrake
Zaknafein wrote:The problem I have in this picture, is that t here is this spike in the mesh that wont go away! I can't lift it back up to flat ground, it only goes farther down. any ideas?
did you save the file in some weird format? when i try to view the file i just get a text line in my browser telling me the path name to the image file.
e.g. my browser window looks like this:
If the vertex at the top of the spike is too high for you to grab and move down, and too high to click-drag to select you could always export your elevation map, open the document in a paint program, paint the light dot around the vertex on the map with a color from near the base of the vertex than save and reimport into loathing. It's a little cumbersome, but it should bring the top of the spike down to a height you can grab and pull down.
Posted: Tue Feb 19, 2008 4:21 pm
by Zaknafein
I was very close to exporting my map to edit the spike out in loathing, since it refused to listen to any commands, but I tried distorting the mesh using a model in hopes it would destroy it. It worked! that thing was like a cockroach.
The images I link should show up in the forum vr! they work for my browser.
Posted: Tue Feb 19, 2008 4:28 pm
by carlinho
did you try clems walkthrough?
it's pretty solid
Posted: Tue Feb 19, 2008 4:46 pm
by Zaknafein
carlinho wrote:did you try clems walkthrough?
it's pretty solid
yeah, thats how I made my cmap go from incredibly horrible to somewhat okay.
Posted: Tue Feb 19, 2008 10:14 pm
by vinylrake
Zaknafein wrote:I was very close to exporting my map to edit the spike out in loathing, since it refused to listen to any commands, but I tried distorting the mesh using a model in hopes it would destroy it. It worked! that thing was like a cockroach.
The images I link should show up in the forum vr! they work for my browser.
No spike image for me, from either windows XP or Mac OS X. NOt a big deal since you solved your spike problem, just odd.
Posted: Wed Feb 20, 2008 12:48 am
by Zaknafein
its a jpg!
Posted: Wed Feb 20, 2008 4:56 am
by Zaknafein
first beta of my map ready:
http://hl.udogs.net/files/Uploads/%20Us ... rglass.zip
tell me if you see anything wrong/bad
Posted: Wed Feb 20, 2008 3:24 pm
by Zaknafein
umm download this link instead! last one had many problems.
http://hl.udogs.net/files/Uploads/%20Us ... ta%202.zip
Posted: Wed Feb 20, 2008 7:19 pm
by Fury IX
looks pretty good, few small things caught my eye:
It needs shadows still, they help it to look softer on the eye and I think effect how projectiles look. So under shadows: basic shadows, mesh shading and model shading, in that order, and loathing will do it for you.
Map edges are something that bug me personally, and this map limits my camera near some good spots to fight. Im not exactly sure how to fix it or if its worth it, but I think it would be better.
I tried to edit the water to make it look smoother, but I couldn't do it. It doesn't look terribly bad but I think to fix it you need to import a blank water map, and edit the elevations perfect before put water back in. Not sure why it does that.
Sometimes the grass seems a little odd in that it all flows the same way. I think some kind of swirls or something would make it seem more natural. There are some swirls already and those areas look fine. I thought all the other textures looked good, though perhaps a bit too neat in spots (if thats possible).
The models are a little jagged, you might want to move them over a few rows and get out the absolute elevation tool to draw underneath them perfectly flat, or maybe you can select each model, and edit "set model location" so they are all the same height. I need to do this for my map too, been putting it off.
Posted: Thu Feb 21, 2008 5:43 am
by Zaknafein
okay, I fixed a lot of the water issues I believe, and some models. Also made some terrain improvements! check it out here if you want:
http://hl.udogs.net/files/Uploads/%20Us ... ta%204.zip
Posted: Thu Feb 21, 2008 6:07 am
by Zaknafein
OK this issue is bothering me, my stampede flags can be tagged by enemy team. How do I solve this?
also, one of my flags on flag rally is not showing up on overhead map, but everything else about it is normal!
Posted: Thu Feb 21, 2008 7:44 am
by Eddaweaver
Double click on the stampede flags and "stone" them to prevent them from being tagged.
Posted: Fri Feb 22, 2008 1:43 pm
by Zaknafein
thx eddaweaver that worked great. Some other issues I have:
I can't get ghosts to flicker like they do in the ibis crown. I made an initially active CTRL map action using the onii flag(ghost flicker) and set it for true, but they dont flicker.
I plan on using a new cmap eventually, it will be different than my map in some places, but the exact same in others. Would it be possible to import this cmap over my existing one and save some time? That way I would only have to fix portions of the mesh.
Posted: Fri Feb 22, 2008 1:55 pm
by Pyro
As long as it has the same dimensions you can always replace a cmap with another.
Posted: Fri Feb 22, 2008 2:02 pm
by Zaknafein
ok cool, umm another issue I have is that my observers dont seem to be doing their jobs! I set them down at each base, while looking south or north. Then when I start up the game they either start looking west, or in the middle of the map.