WIP screenshots
SolidFake wrote:
clownfart wrote:
Not really. It's like printing a coca cola tshirt and wearing it. It's not like the cops are gonna confiscate it.
sopa, cispa & friends would like to have a word with you
Those are bills that haven't passed. Also, they aren't relevant to trademarks, but to copyright. If anything the biggest worry would be a c&d, or charged for making counterfeit goods (the tshirt). Though both cases wouldn't hold much value unless they were being sold, and not for personal use.
And depending on your perspective, you could take it as free
advertising.
It's not illegal to put a cocacola banner on your map. You are not
making use of the mark, but advertising their product for free.
with that logic isnt it allowed to use coca-cola banner in any
context?
In any non-comertial context, yes. As soon as the one who put the
banner up gets any kind of revenue without paying a share to Coca
Cola the whole thing gets illegal but untill then the worst thing
they can do is writing you a letter asking to remove the banner.
Decided to share this early WIP from my slide_arena_v3 remix (legal
remix, permission given by amrk himself).
BEFORE:

AFTER:



The compile was without bounce. This is just an early preview.
Before anyone calls me a noob I wanna say that I wanted to make a visual only remix.
To view larger rightclick-> view image.
PS. The map crashes wsw (an old bug i posted on this thread some time ago), so the sky there is for a reason (crash height is now where players can't reach) gonna add skyportal maybe.
(updated 2012-05-04 21:15:00)
BEFORE:

AFTER:



The compile was without bounce. This is just an early preview.
Before anyone calls me a noob I wanna say that I wanted to make a visual only remix.
To view larger rightclick-> view image.
PS. The map crashes wsw (an old bug i posted on this thread some time ago), so the sky there is for a reason (crash height is now where players can't reach) gonna add skyportal maybe.
(updated 2012-05-04 21:15:00)
Ultrak1ll wrote:
AFTER:
looks really nice, make some bomb/ca maps next pl0x
needs a better ice texture imo
check my christmas/winter texture pack, you might find something useful in it:
http://www.mediafire.com/?dmjeym1m0id
(yes, that is shameless self-advertising :P)
(updated 2012-05-05 17:20:56)
check my christmas/winter texture pack, you might find something useful in it:
http://www.mediafire.com/?dmjeym1m0id
(yes, that is shameless self-advertising :P)
(updated 2012-05-05 17:20:56)
Thanks for offering but i was thinking of making ice textures
myself. Did a web search few days ago and got some good base
material to make a nice ice texture and shader.
... but currently my biggest problem is that my map crashes. #"¤#¤#*£@$
Need to talk to somebody experienced in making large lightmapped maps.
Posting video.....
VIDEO LINK
(updated 2012-05-05 18:59:18)
... but currently my biggest problem is that my map crashes. #"¤#¤#*£@$
Need to talk to somebody experienced in making large lightmapped maps.
Posting video.....
VIDEO LINK
(updated 2012-05-05 18:59:18)
you can talk to me as well, I am quite experienced in warsow
mapping :P
If you map crashes, check at first if you have any spawnpoints in the floor or also items which hitboxes touch the worldbrush.
If none of these are the mistake, then check in the entity-list (L) if there is an entity which does have no brushes, you will see the entity only refers to a point somewhere in the map instead of a brush, delete that corrupted entities. (is often a reason for a crash).
And if all of these don't help, use the ultimate pro-mapper trick 101: Select your whole map, copy it, open a fresh new map and paste your old map in it. As strange as it sounds, but this little trick already erased so many errors I got.
If you map crashes, check at first if you have any spawnpoints in the floor or also items which hitboxes touch the worldbrush.
If none of these are the mistake, then check in the entity-list (L) if there is an entity which does have no brushes, you will see the entity only refers to a point somewhere in the map instead of a brush, delete that corrupted entities. (is often a reason for a crash).
And if all of these don't help, use the ultimate pro-mapper trick 101: Select your whole map, copy it, open a fresh new map and paste your old map in it. As strange as it sounds, but this little trick already erased so many errors I got.
Here is a list I tried once before on another map:
*deleting bruses
*detailing brushes
*replacing textures
*deleting textures
*scaling textures
*rewriting shader scripts
*deleting every texture on map
*reinstalling netradinat
*reinstalling warsow
*compiling map in windows
*compiling map in linux
*compiling map with different settings
*compiling map witout vis
*cutting visleafs
*moved the whole map XYZ
*renaming map
*coping brushes to a different map
*deleting all models
Last one is good:
*making new map from scratch (started crashing)
The crash only occurs when i have it lightmapped and when there are more than 1 texture on the map. No crash with no lightmap
I guess that qfusion engine can't handle large lightmaps properly
(updated 2012-05-05 21:43:28)
*deleting bruses
*detailing brushes
*replacing textures
*deleting textures
*scaling textures
*rewriting shader scripts
*deleting every texture on map
*reinstalling netradinat
*reinstalling warsow
*compiling map in windows
*compiling map in linux
*compiling map with different settings
*compiling map witout vis
*cutting visleafs
*moved the whole map XYZ
*renaming map
*coping brushes to a different map
*deleting all models
Last one is good:
*making new map from scratch (started crashing)
The crash only occurs when i have it lightmapped and when there are more than 1 texture on the map. No crash with no lightmap
I guess that qfusion engine can't handle large lightmaps properly
(updated 2012-05-05 21:43:28)
Ultrak1ll wrote:
The crash only occurs when i have it lightmapped and when there are more than 1 texture on the map. No crash with no lightmap
I guess that qfusion engine can't handle large lightmaps properly
Then the problem is not your map.
And the qfusion engine CAN handle large lightmaps, believe me, I made enough crazy stuff and tested really a lot of things in terms of mapping ;) (besides, your map is anything but big :P)
You should check your radiant installation, might even reinstall it fresh. What build options do you use? Their might be just something fishy in them that doesn't apply.
(updated 2012-05-06 16:46:32)
so does the game crash or the mapping program when youre trying to
compile?
so does the game crash or the mapping program when youre trying to compile?
Game crashes ... http://www.youtube.com/watch?v=g_LxHvO6aHo&feature=youtu.be
You should check your radiant installation, might even reinstall it fresh. What build options do you use? Their might be just something fishy in them that doesn't apply.
Well I have tried the build from icculus and xonotic (using it right now because other one doesn't compile under arch linux). No difference for me.
The exact description of the crash:
Map compiles and loads normally. But when the player reaches a height(and it may vary) the game suddenly crashes. If the player restarts the game it may crash again. Now when the player starts the game the third or forth time there is a very little chance of crash. BUT when it has passed some time, it will start crashing again.
Crash occurs in spectator mode too.
I have seen my map slidehouse crash only 3 people on LifeSl!de server (and thats a big achievement lol). Somehow i managed to make it more stable by increasing the samplesize and not using -filter, removing bounces and rising gamma.
I suspect that the buggy linux version of netradiant may ruin the map file itself (not the compile) because I took the map and compiled it in windows netradiant and it still crashed. Also the crash may be caused by patch meshes because all my maps that crash are using slots of them (actually tested this theory by deleting some patches but not all and still crashed)
Anyway I'm posting the map file here:
slide arena remix
I haven't done any detail brushing and you will see some pretty ugly stuff on the roof(desperate attempt to take the crash level higher). Also i haven't tested it for leaks (and the bug isn't caused by a leak anyway)
EDIT:
I will try to make a new map from scratch in windows only and see if it crashes (gonna probably hang myself lol).
Also there is no point in posting the compile settings here because i have tried so many anyway, just some crash less than others.
(updated 2012-05-06 19:46:09)
Just from taking a short look at it...
They way you realised the sky is very, VERY performance wasting.
You shouldn't do it this way, it is just...WRONG!
Learn how to make skies with cameras and stuff, you can then create a smaller model of that towers in a different room, and use a camera to project them onto the ceiling-window.
Here is an old map of mine where I made it that way. Also some warsow maps use that technuiqe.
Or if that is too complicate to you, at least decrease the big fat hole you have there on top of your map, move the skywalls nearer to the ceiling-window, if you understand what I mean.
Besides I think the reason why it crashes for you is because you used the sky-shader at all sides of the brushes. I think when a sky-shader touches the void it creates the crash, you should use caulk (or at least no shaders) on ALL surfaces that directly touch the void.
If you could add the ice-texture and the shader for it, I could even compile it and tell you that this is the mistake.
Also at the bottom of your map some patches and shaders come dangerously close to the void, you should know that once the centre of a patch touches the void, you will get a leak.
(updated 2012-05-06 19:49:54)
They way you realised the sky is very, VERY performance wasting.
You shouldn't do it this way, it is just...WRONG!
Learn how to make skies with cameras and stuff, you can then create a smaller model of that towers in a different room, and use a camera to project them onto the ceiling-window.
Here is an old map of mine where I made it that way. Also some warsow maps use that technuiqe.
Or if that is too complicate to you, at least decrease the big fat hole you have there on top of your map, move the skywalls nearer to the ceiling-window, if you understand what I mean.
Besides I think the reason why it crashes for you is because you used the sky-shader at all sides of the brushes. I think when a sky-shader touches the void it creates the crash, you should use caulk (or at least no shaders) on ALL surfaces that directly touch the void.
If you could add the ice-texture and the shader for it, I could even compile it and tell you that this is the mistake.
Also at the bottom of your map some patches and shaders come dangerously close to the void, you should know that once the centre of a patch touches the void, you will get a leak.
(updated 2012-05-06 19:49:54)
I haven't done any detail brushing and you will see some pretty ugly stuff on the roof(desperate attempt to take the crash level higher).
Warned you about that.
..btw I know how to make skyportals....I'm not a total noob :D
Besides I think the reason why it crashes for you is because you used the sky-shader at all sides of the brushes.
...... the I added because it was already crashing. Also my other map slidehouse doesn't have any sky.
I know that this sort of thing is a serious performance raep
Posting textures in few minutes
(updated 2012-05-06 19:53:36)
I compiled it without the shader, it crashes like you said at a
certain height.
So the problem must lie somewhere within the map, I will try if I can figure it out.
So the problem must lie somewhere within the map, I will try if I can figure it out.
already uploaded the files...
map without ugly stuff on the roof
My shaders and textures in a zip file (rename to pk3 or extract if you like)
(updated 2012-05-06 20:19:50)
map without ugly stuff on the roof
My shaders and textures in a zip file (rename to pk3 or extract if you like)
(updated 2012-05-06 20:19:50)

