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pictures of MAP in PROGRESS

Just finished modeling the basement section.
This CTF map has a zelda theme, loosely based on the deku tree.
Blue flag goes in the basement, red flag on the top of the deku tree's trunk.
I made cartoony textures to fit the theme.

Any comments or suggestions would be appreciated.

[Image: 37658_449624647268_511262268_6197150_4255210_n.jpg]

[Image: 37468_449624852268_511262268_6197151_6765081_n.jpg]

[Image: 37734_449667407268_511262268_6198398_3130827_n.jpg]

[Image: 34893_449667582268_511262268_6198409_1974390_n.jpg]

It looks awesome, I can't wait to play it! Smile

The 'one flag at the top, one flag at the bottom' idea may need some work with balancing, seeing as it is easier to fall than climb in Xonotic (unless you have laser/jetpack/hook).
[Image: vN3NkMA]
(Idea stolen from Mr. Bougo. Hehehehe)

Looks great! want to play it! Big Grin
[Image: 788.png]

Hmm, blender to mac exporter doesn't work.
Tried on both mac and a pc. I give up, map is abandoned. Sad

[Image: 35188_449800292268_511262268_6203232_56091_n.jpg]

[Image: 37575_449799912268_511262268_6203201_6088047_n.jpg]

I think you can export it as a model and then import to radiant as misc_model. It'll automatically make collisions for it.

There are several ways to make a *.blend file to a *.map file.
The shortest (but not finest way imo) is posted above: You can simply export it as a model.

But if you do that: Do not use autoclip, it will dramatically decrease the performance of the map.

Although your work looks really amazing it´s not a good idea to create a map of one full model. It doesn´t matter whether it´s solid or clipped by hand, it WILL BREAK the compile or at least the performance ingame! I´m sorry to say that but you shouldn´t make this map out of a model!

Maddin is correct, model-only maps has rather poor performance due to the lack of VIS blockers. That said, you can make the whole visual part as a mode/models and just rough out a approximate "hull" with caulk brushes in radiant. This can be difficult tough, as radiant's view system aren't really designed for that. The easier way to accomplish this is to make your rough-out hull first in radiant, export is as .ASE and import that in blender and build around it. I highly recommend this method for "blender based" mapping, as it will save you very much work compared to making the hull after and gives you quite good performance compared to ignoring the hull all together.

As for the model's solidity, its possible to bypass the sometimes quite questionable q3map2 auto-clipping altogether by having the keyword "dpmeshcollisions" in the shader/s for your model.

Posting here is pretty useless. Flip's last login was half a year ago.

still good info Big Grin
He can talk the talk, but can he caulk the caulk?


Hey, listen!
Sir, you're the most awesome!
[Image: 561.png]
"One should strive to achieve; not sit in bitter regret."

This is the new style.
I will w8 until it's finnished and test it with pleasure.

This is a very old post, Justin. The last login of filip was 31 march. I don't think you'll ever play this map.

(10-02-2011, 02:10 PM)Mepper Wrote: This is a very old post, Justin. The last login of filip was 31 march. I don't think you'll ever play this map.
My heart might have just fallen all the way down one of my legs.
Can we try PMing him?
In-game name: moutandihami or mood
Currently working on openmachines and deadphase

PMing is useless if he doesn't log in, which he does not. And he has hidden his email.

Do it is time to bury your heart.


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