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Posted: Fri Feb 15, 2008 2:31 pm
by DHR_000x
Hey soopah i like your idea, and great picture you did xD

Ill work on this change, cz i like it really

:mrgreen:

Posted: Sun Feb 17, 2008 3:44 pm
by DHR_000x
I think that include a few small jumppads in the labyrinth isnt a bad idea too, so i will build in 3 or 4 ^^

i hope it likes you :D

Posted: Sun Feb 17, 2008 3:56 pm
by zoubab
W000t pacman map ! Where's the pac-gum ?! :o :lol:

Om nom nom nom ! me Need to try ! ;p

Posted: Sun Feb 17, 2008 10:24 pm
by DHR_000x
jo jo working working, i had an idea of mini-jumppads, a small botton on the ground to jump, boing! The problem is, if i activate a sound when i jump and i made copy/paste, will i hear the sound of each jumppad? xD damn

workin wotkin :wink:

Posted: Mon Feb 18, 2008 4:13 pm
by DHR_000x
Damn it all!

My hammer editor crashes every time i try to compile :( It crashes exactly when it runs the second section of the VIS compiling. It starts:

1...2...3...4...5...6...7...8...9...10
1...2... and crash

One and a half hour later i close hammer and try to start the sdk again:

"This tool is now unavailable" >.<!

The whole pc is working like shit and i need to restart it.





So whats the problem? Can anyone help me? I complied at last the version that you can see at the pictures above, saved it with a new name and i built in these new bunkers, just that, and it crashes.

Should i try to wait longer or something? Before i started to build these bunkers the program needed about 15 minutes to compile.

Donno whats the problem :(


All happens to me!!! Damn it xD

Posted: Mon Feb 18, 2008 5:17 pm
by Roundup
Hammer crashed even in fast compil ? Did you have tryed to type alt+P
in hammer for checking problems?
DHR wrote:the program needed about 15 minutes to compile
Wrong, some maps needs more than 1 hour to be compilated, have you closed all applications? Hammer is really greedy :lol:

Posted: Mon Feb 18, 2008 5:58 pm
by DHR_000x
OK i'll try once again and its true, to compile the beta version it needs about 15 or max 20 minutes and i compile in normal mode.


And i dont looked 4 problems... hmmm maybe a good idea :P


I'll try once at normal and once at fast, but i dont know whats different.

Posted: Tue Feb 19, 2008 12:00 am
by [HL²]fans_TiAs
i think fast is faster xD, but i'm not sure :D

Posted: Tue Feb 19, 2008 11:11 am
by miti
dhr, me transfer the map to me and i compile.

Posted: Tue Feb 19, 2008 2:00 pm
by DHR_000x
Thx miti, but since i changed the VIS compiling to "fast" it works :mrgreen:

The only thing i need to know now is if it give the same "results" as a normal compiling.

At least the map or the compiler arent broken :P

Lets test it a bit ;P i'll post new screens

Posted: Tue Feb 19, 2008 2:55 pm
by DHR_000x
Image

Image

Image

1 bad thing, look at the FPS screened on the top. Each time you look the whole map it decrease to 25-40 fps

Changes:

-2 new bunkers
-Can you see these blue circles on the ground? Mini-jumppads :D

Posted: Tue Feb 19, 2008 3:14 pm
by Cynyx
I noticed trees are very bad for fps ... and i see a lot of them here.

Posted: Tue Feb 19, 2008 3:52 pm
by DHR_000x
The trees from the inside are Prop_static and this from the outside Prop_detail (the second ones havent collisions and dont make shadows, so they should be better)

What i can try to do is change the trees from the inside to prop_detail and then build some player_clip around them, but objects will fly throug and there will be no shadow of them.

donno, mybe it can be the solution.

Posted: Tue Feb 19, 2008 5:43 pm
by Roundup
DHR_000x wrote:The only thing i need to know now is if it give the same "results" as a normal compiling.
Not exactlly the same thing..
I don't know really the difference too but if you look at the BSP file, it's bigger when it's compilated in fast than a full compilating, also some shadows or details not appeared with fast compile

Posted: Wed Feb 20, 2008 2:25 pm
by DHR_000x
So you mean it is good for normal compiling, but not for the final version of the map right?

Need to try a version with no trees...

Posted: Wed Feb 20, 2008 3:08 pm
by Roundup
It's better with normal compiling of course! :)
Anyway for trees, yes you lose some fps but there is a solution that it can help you.
Use the camera icon in the tree proprieties, the object appeared in the distance that you have typed, this is valuable for all statics/dynamics :)
I mean, if you are far of the tree, the engine is not drawing the physic and you can win some fps

Posted: Fri Feb 22, 2008 10:22 am
by Roundup
I steal the DHR's topic to show you my next project: dm_streetfight :)

ImageImage

This is just a little part from the map :) , you must waiting for the full one :lol:

Posted: Fri Feb 22, 2008 10:50 am
by Cynyx
sounds nice.

Posted: Fri Feb 22, 2008 7:51 pm
by anti fougere
yep, it should be very nice!!!!!!!!

Posted: Sun Mar 02, 2008 10:05 am
by DHR_000x
Slideshow-Making of my map:




:metal: :metal:

Posted: Sun Mar 02, 2008 12:33 pm
by zoubab
Stop your slideshows and your blablas !! we want to test it ! right now !! :twisted: :twisted: :lol:

Posted: Sun Mar 02, 2008 12:34 pm
by federalic
yeah, give some oil in fire :lol:

Posted: Sun Mar 02, 2008 1:29 pm
by Roundup
:lol: yes wanna try!!!! Nice video 8)

Posted: Sun Mar 02, 2008 1:57 pm
by Cynyx
nice work (video editing) ... even if i'm allways spectical about gameplay of this map.

Posted: Sun Mar 02, 2008 2:02 pm
by DHR_000x
lol you need to try it, i had fun playing on it with a few friends. The problem is i need to optimize. I have lots of tutorials to do it (thx Roundy) but i have not much time and i'll work on it only saturdays, so we have to wait a little bit.

But i will not give up!! You can be sure ^^
zoubab wrote:Stop your slideshows and your blablas !! we want to test it ! right now !! :twisted: :twisted: :lol:
lol :lol:

Posted: Sun Mar 02, 2008 4:18 pm
by SoOPaH
we want to test it ! right now !!
Yes!!!!!!!!! :!:



Nice video 8)

Posted: Tue Apr 15, 2008 8:38 pm
by DHR_000x
federalic wrote:yeah, give some oil in fire :lol:
I am sorry that you have no news about this map, i had no time at all to work on it (i cant spend 10-20 minutes on the map, i need enough time, like 2-3 hours, at one day i mean, it needs time)

I have had to be 100% concentrated for school, because i need to have better marks at German for example.

Just say that this is my last week i have to go to school before i have 2 weeks of holidays, so the i will have time to optimize the map that it dont lags.


Be patient mates ;) i like this map a lot and i'll dont give it up 8)


EDIT: On what i would like to work this holidays is on that map and on a HL2 Forum that for the moment will only be a Spanish comunity (if it works). Spanish Hammer 2 Editor Tutorials is not a bad idea, you never found in that lenguage ^^

Re: Working on a new map

Posted: Wed Jul 30, 2008 2:41 pm
by Roundup
What about your laby map DHR? :-P

I'm working in this moment on a classical map based in the street but.. I have always the same
problem:
How to know if it enought big for 12 players or more?..

Difficult to judge.. and same to find a good name :spy:

Re: Working on a new map

Posted: Wed Jul 30, 2008 2:46 pm
by Rhy
A MAP:

water fall, trees, tree houses. caves, sand bunker, old house (small house nto big) a valley which as a big boat old + hole in the bottom for you to enter.

and the best: A CRANE!



FAIR BIG. tree houses shud be small but many. with bridges made of rape etc and wood :)

Re: Working on a new map

Posted: Wed Jul 30, 2008 3:35 pm
by DHR_000x
I can make a dry waterfall :-P but not with water



ROUNDY: I was working on the map but i got two problems (i want to chat with you and anti)

-The first was that when i entered a room the game crashed (damn, i changed anything in that room)

-Now i cant start the map :dunno:


I have to take a look at it, maybe this night or tomorrow, WANNA SPEAK WITH YOU!!