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  • #61
    I THINK I know why my sky became "corrupted". I really am just guessing here so, I could definitely be wrong. I had like 20 wads in the worldspawn wad path and some of those wads had overlapping textures. I believe (as an example) my map was using sky4 from wad1 but everything was getting scrambled up with sky4 from god knows where. I may have even had sky4 from multiple wads all in one map. All I know is the fix was to select all of the sky and reassign it by clicking one sky4 instance. I have since slimmed down my wad list to 1 wad. I had numerous wads because I was too lazy to just merge them.

    I'm sure you can imagine my confusion when everything worked just fine and without even touching the sky all of a sudden there is no sunlight. In hindsight, considering the sun depends on sky, my fix is probably the first thing I should have tried. However, I am using TyrUtils and it isn't like that compiler is currently flawless so, my first thoughts were that maybe I had some conflicting switches somewhere or maybe my current build menu wasn't the default one due to me making a customization through radiant that I didn't remember making. Hence, what I am editing isn't even what I am using. It was some seriously frustrating stuff.

    Note to self and others: If your sun is broke focus on the sky FIRST even if you haven't touched the sky.

    oh right, Also! I noticed that the sun was not entirely broken. There was a small patch of brushes that were sunlit. This is what leads me to believe that my sky texture was all over the place. Currently my map is surrounded in a big box of sky textures (for now). It's almost like only one side of that box was issuing sun even though there didn't seem to be anything weird about the rest of the sky.
    Last edited by MadGypsy; 12-28-2015, 06:38 PM.
    http://www.nextgenquake.com

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    • #62
      You guys can play with this. I'm not trying to build a game or anything. I'm just fuckin around. There is a lot of work to do but, I think there is enough done to where you can at least see where this is going.

      iiwii.zip (.bsp,.bak,.prt)

      I'll give you a little heads up. Pay attention to things like bar spacings and things that may appear like mapping mistakes. I've added some very subtle things that allow you to enter/leave areas that seem inaccessible. I know this is not great map design but, I really don't care. I'm just having fun. I basically only use FTE but, I don't see any reason why this shouldn't work in basically any engine. It's just a bunch of brushes, lights, an info_player_start and 2 func_plats.

      Fun fact: This was going to be my submission for the chain map that was started here a while back. Of course the water and huge box of sky was just filler crap meant to be deleted. Well maybe not delete the water but probably scale it down a lot.

      Here I will just totally give away one "secret"

      see how it very subtly looks like there is a missing block just below my crosshair?


      well if you can figure out how to get to the other side. It is also very subtle that the block is actually pushed in so you can get out of the "window" or you can leave the way you came.
      Last edited by MadGypsy; 12-28-2015, 07:11 PM.
      http://www.nextgenquake.com

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