return to Ryvyt
return to Ryvyt
I will now suspend work on making textures to complete the Ryvyt mp map.
After weeks of getting a handle on texture making- I've learned alot but should finish what I have started, so for the next while I will focus on Ryvyts' completion.
- Realizing that the map will probably not be included in the list of maps for SH, I think it's a compliment to the story in a small way, and it needs to be released to members soon. So, as hard as it is to discontinue texture development, and combat my hunger for thousands of them, I feel the need to realine my focus back to mapping. I don't want to become neglectful of what was promised, and be good for my word. ( a little bit of self discipline goin on here) I still have dozens of great texture ideas which I'll return to after it's done.
DeeP
After weeks of getting a handle on texture making- I've learned alot but should finish what I have started, so for the next while I will focus on Ryvyts' completion.
- Realizing that the map will probably not be included in the list of maps for SH, I think it's a compliment to the story in a small way, and it needs to be released to members soon. So, as hard as it is to discontinue texture development, and combat my hunger for thousands of them, I feel the need to realine my focus back to mapping. I don't want to become neglectful of what was promised, and be good for my word. ( a little bit of self discipline goin on here) I still have dozens of great texture ideas which I'll return to after it's done.
DeeP
You're the nicest func_mover I've ever met.
You should have a look at my first proper SH map, maps\sh_mp\sh_dm0*, you'll see it's a simple 8-shape layout, like a Q3A tourney map, there's nothing to it but enough to keep it going around for a few minutes. There's more to it with that map, or at least will be, like being able to get onto the roof of the building and a few enclosed alcoves (protruding D-shapes) on the outer limits of the map to make it a little more interesting. Anything bolder than that is too ambitious for now, I think. That's what I've thought from the beginning, and that's what I try to ask mappers to do for SH, for now, is something like my first SH MP map, enough to keep 3-4 players maximum going around for a few minutes, and something that will only take 2 or 3 weeks of mapping to get somewhere with, all detailed. So many big SP ideas can fit into one of these small MP maps too, such as having an entire SP-cityscape as the backdrop.
Ryvyt is really ambitious so far, I have no doubt you can finish it, but you might want to consider making some changes to scale it down a little bit, maximise the work you've already done, and push to get to the detailing stage. It's difficult to not go off the rails and end up with something bigger, but we're still at the stage where we need to know what will work on a small scale before we can tackle the larger scales.
Ryvyt is really ambitious so far, I have no doubt you can finish it, but you might want to consider making some changes to scale it down a little bit, maximise the work you've already done, and push to get to the detailing stage. It's difficult to not go off the rails and end up with something bigger, but we're still at the stage where we need to know what will work on a small scale before we can tackle the larger scales.
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ah, ok. It is fairly ambitious... and is larger than you expected. I'm sorry about that, I should have considdered this as a detail test map instead of an off-shoot of the SH world. My bad - tho , all is not lost... it will definately test out as a greatly detailed example. I did see your map, and understand the layout styles. It is in the detailing stage
p.s. My creativity took me at gunpoint... and forced me to build it bigger
DeeP
EDIT Older Ryvyt images: Lets reflect and reminisce shall we?
http://www.violae.net/deep/Missing_olde ... ture_b.jpg
http://www.violae.net/deep/Missing_olde ... ture_a.jpg
http://www.violae.net/deep/Missing_olde ... ndow_2.jpg
http://www.violae.net/deep/Missing_olde ... ndow_1.jpg
http://www.violae.net/deep/Missing_olde ... plate1.jpg
http://www.violae.net/deep/Missing_olde ... ll2ya8.jpg
http://www.violae.net/deep/Missing_olde ... t_Mach.jpg
http://www.violae.net/deep/Missing_olde ... ator_3.jpg
http://www.violae.net/deep/Missing_olde ... ator_2.jpg
http://www.violae.net/deep/Missing_olde ... tor_1c.bmp
http://www.violae.net/deep/Missing_olde ... tor_1b.bmp
http://www.violae.net/deep/Missing_olde ... tor_1a.bmp
http://www.violae.net/deep/Missing_olde ... ator_1.jpg
http://www.violae.net/deep/Missing_olde ... r3wg_7.jpg
http://www.violae.net/deep/Missing_olde ... or3wg7.jpg
http://www.violae.net/deep/Missing_olde ... jpgyf7.jpg
http://www.violae.net/deep/Missing_olde ... yt_jpg.jpg
http://www.violae.net/deep/Missing_olde ... yvyt_A.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.jpg
http://www.violae.net/deep/Missing_olde ... _Ryvyt.jpg
http://www.violae.net/deep/Missing_olde ... _Ryvyt.jpg
These images are old and don't represent today's quality standards for 2020.
p.s. My creativity took me at gunpoint... and forced me to build it bigger
DeeP
EDIT Older Ryvyt images: Lets reflect and reminisce shall we?
http://www.violae.net/deep/Missing_olde ... ture_b.jpg
http://www.violae.net/deep/Missing_olde ... ture_a.jpg
http://www.violae.net/deep/Missing_olde ... ndow_2.jpg
http://www.violae.net/deep/Missing_olde ... ndow_1.jpg
http://www.violae.net/deep/Missing_olde ... plate1.jpg
http://www.violae.net/deep/Missing_olde ... ll2ya8.jpg
http://www.violae.net/deep/Missing_olde ... t_Mach.jpg
http://www.violae.net/deep/Missing_olde ... ator_3.jpg
http://www.violae.net/deep/Missing_olde ... ator_2.jpg
http://www.violae.net/deep/Missing_olde ... tor_1c.bmp
http://www.violae.net/deep/Missing_olde ... tor_1b.bmp
http://www.violae.net/deep/Missing_olde ... tor_1a.bmp
http://www.violae.net/deep/Missing_olde ... ator_1.jpg
http://www.violae.net/deep/Missing_olde ... r3wg_7.jpg
http://www.violae.net/deep/Missing_olde ... or3wg7.jpg
http://www.violae.net/deep/Missing_olde ... jpgyf7.jpg
http://www.violae.net/deep/Missing_olde ... yt_jpg.jpg
http://www.violae.net/deep/Missing_olde ... yvyt_A.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.bmp
http://www.violae.net/deep/Missing_olde ... _Ryvyt.jpg
http://www.violae.net/deep/Missing_olde ... _Ryvyt.jpg
http://www.violae.net/deep/Missing_olde ... _Ryvyt.jpg
These images are old and don't represent today's quality standards for 2020.
Last edited by DeeP on (200317)(10:03.39), edited 1 time in total.
You're the nicest func_mover I've ever met.
I apoligize Lee.I feel like I've made you wait for a very long time , for something that you didn't want in the first place. I'll quickly do up a figure 8 in the Ryvyt theme for you. -and only include 4 -5 of the new textures to keep it simple.Sorry dude.
DeeP
DeeP
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
Been thinking... I may raise Ryvyt from the ashes and do a complete redo using our new methods and standards. (...and smaller, as discussed) DeeP breath.... and exhale.
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
I spent some time looking into this idea - the huge problem is that I can't see how you could just do a 'search & replace' operation in Radiant to retexture everything. Even that is a bit of a pain, but after a lot of thinking, I can't see how you can avoid manually replacing every single texture on every single face. The main reason being the texel-scale will be different. I examined the MAP format and wondered if it could be automatically recalculated but it's not as easy as just dividing a value - they aren't stored in a such a straight-forward manner. So even if you could do a search+replace, the textures would either need to be the same dimensions and thus you'd end up with some low-res outdated-looking mapwork, or you'd need to manually scale everything down after the fact. At some point, it probably makes more sense just to start fresh? I don't know. It's your call.
To be clear - the standard texel-depth for CC/SH is 0.125 (8x8 texels per 1 3D unit face) for 'normal' (editor preset) and 0.0625 (16x16 texels per 1 3D unit face) as the tightest (=seldom used) definition. IdTech4 had 0.5 or 0.25 as standard.
To be clear - the standard texel-depth for CC/SH is 0.125 (8x8 texels per 1 3D unit face) for 'normal' (editor preset) and 0.0625 (16x16 texels per 1 3D unit face) as the tightest (=seldom used) definition. IdTech4 had 0.5 or 0.25 as standard.
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Re: return to Ryvyt
-Actually I was not going to use the original map, but was considering using key ideas that were included in it. Reducing it's size is a must and a rethinking of the layout to tighten it up into a smaller and less "broad" scope. The original would have to go out the window simply because of newer methods, and what we're wanting which is a smaller more figure 8 style map. What could be added: a few off-shoot directions for interest sake such as a doorway to a small hall leading to a stairwell which leads the player right back to the same area (but 10 feet lower) The original had components or areas I'd like to keep - large main stairwell / an inoperable elevator in a shaft / a tall open area with overhead crane and surrounding upper walkway / and an equally sized lower room with crates, machinery and receiving area. So tied in correctly I think this would make a fantastic little MP map for us that would not overwhelm me/us in resources or time. Yes it would be great to just re texture what I built before but I cringed a lot seeing how badly it was made. - it wouldn't fit with sector building or LOD in mind anyway. so better layout / tighter / LOD / better textures . .... sounds good to me
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
If that's what you want to do, then sure. Just keep in mind, we still have portals. LOD at this degree can be utilised between one or two rooms, plus some hallway or whatever. There's no need to think about one method or another, we can really do anything we want. Just because we have 16 LOD stages doesn't mean all 16 would be used, infact, I've been thinking about standards where typical ranges of LOD are grouped together for various things, such as how the UVs are scaled for lightmaps. Doing all 16 uniquely will just take more time for little to no visual or performance benefit. It's also completely custom and the mapper controls 99% of how it works, so if you want to be aggressive or not, where and how you want.
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Re: return to Ryvyt
OH! This is exciting.... I'm really looking foreword to this map
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
When you say "portals" you're talking vis right? because I was also going to ask if you are interested in using transporters or a modded idea of them? - if so, that could really impact the map design and possibilities...
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
Yes, sorry, I should clarify - "portals" in a technical sense, to cull geometry based on zones = "vis".
As for portals and teleporters (and jump-pads, etc.) in a conceptual sense, I'm against it. It just won't fit in with the theme of the rest of the project. There are some other things we can do, like platforms/elevators, and I don't mind if they are moving a little faster than seems reasonable, to get the job done.
As for portals and teleporters (and jump-pads, etc.) in a conceptual sense, I'm against it. It just won't fit in with the theme of the rest of the project. There are some other things we can do, like platforms/elevators, and I don't mind if they are moving a little faster than seems reasonable, to get the job done.
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Re: return to Ryvyt
well that sounds great. When you said steering away from the "star Trek" idea clarifies a lot to me.
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
For Shadowing Hate, pretty sure everywhere at every opportunity I've cited Deus Ex, and (the first 3/4 of) Perfect Dark (both from 2000), so play those or at least watch some playthrough videos to get some clarification.
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Re: return to Ryvyt
Coming along well, will load some pics soon!
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
her's some mixed shots of the MP map Ryvyt (wip)
[ external image ]
[ external image ]
anyway i cant get these to work ugh.
[ external image ]
[ external image ]
anyway i cant get these to work ugh.
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
Fixed your URLs, also increased the maximum size of images (in IMG tags) to 1440x900.
Do you mind if I move this whole thread so it's public?
Do you mind if I move this whole thread so it's public?
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Re: return to Ryvyt
A few captures from RyVyt map.... WIP with DR lighting which is meh.
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
and low and behold... theres more...
[/attachment]
[/attachment]
- Attachments
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- hall.JPG (69.31 KiB) Viewed 29400 times
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- green1.JPG (54.47 KiB) Viewed 29400 times
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- eyeLevelLightTrials.JPG (72.25 KiB) Viewed 29400 times
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- detail 3.JPG (54.49 KiB) Viewed 29400 times
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- crap_storage1.JPG (80.46 KiB) Viewed 29400 times
Last edited by DeeP on (220421)(05:04.17), edited 5 times in total.
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
So these are just light trials to see what style or "mood" I'd like to achieve. Very non-committal at this point....
so a few more:
Can't remove the light diamonds from editor for screenshots unfortunately
so a few more:
Can't remove the light diamonds from editor for screenshots unfortunately
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
So considering the VERY restrictive rules on light placement, I don't know how we will achieve the various light techniques that I'm use to seeing in my work but HEY!
-with the help of shadows and texture materials.... and all the environmental effects ie: fog/mist , sparks flickering lights / dimming lights etc.... and we cant forget sounds. low tones/ distant echos creaks and humming... oooo getting excited.
Soon we'll be playing capture the flip-flop!
DeeP
-with the help of shadows and texture materials.... and all the environmental effects ie: fog/mist , sparks flickering lights / dimming lights etc.... and we cant forget sounds. low tones/ distant echos creaks and humming... oooo getting excited.
Soon we'll be playing capture the flip-flop!
DeeP
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
so here's a few more... I don't know why they seem to degrade when they appear in here tho like they've been saved in ms paint..?
anyway...
DeeP
anyway...
DeeP
You're the nicest func_mover I've ever met.
Re: return to Ryvyt
Another area down DeeP in the bowels of RyVyt... playing with light....
sometimes you need to view it in a different way to get the vibe ... man - it's the progression of things. cool.com
sometimes you need to view it in a different way to get the vibe ... man - it's the progression of things. cool.com
You're the nicest func_mover I've ever met.