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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 28.10.2004, 08:53 Post subject: Chaos port. The Very start. |
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Ok, here's the Very VERY start of the the Total Chaos level 1 port to D3.
It's really REALLY rough! More than anything, I want some feedback on the scale and preliminary look. Textures are not final, but they are the ones I'm favoring presently.
I want to finish this level within the week which is totally doable.
Thanks All !!! German Bro's! you're invited too!
*edit*
Thanks Atan.
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy
Last edited by Duper on 29.10.2004, 01:14; edited 1 time in total |
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 28.10.2004, 17:46 Post subject: |
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Yes, it's really an very early version Duper.
Scale would be ok in my opinion, the vulcano ist done nice.
The terrain is not completly rendered for me so I can't say something about.
Why do you try to use terrain for this one?
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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 28.10.2004, 18:30 Post subject: |
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I did the terrain to start with and as I talked with you guys, I took your advise and decided to build the terrain. I left the PCX terrain as a guild and haven't completely removed it yet. That's the only reason. I'll get rid of it when I finish this area. I needed a reference to where invisable ceiling.
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy |
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VEX-Eagle Falschparker
Joined: 04 Feb 2003 Posts: 807
Location: Stelle (Hamburg)
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Posted: 28.10.2004, 19:22 Post subject: |
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atan: maybe d3 resetted your rendering depth to 40...
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 28.10.2004, 19:48 Post subject: |
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Hm, but then it should be 'coming up' if I get closer..
and I could fly outside Eagle.
Ok, Leute,
Duper möchte einfach nur wissen ob die Grösse seines Levels ok ist
und wollte ihn gerne bald fertig stellen.
Ich denke nicht, das er im negativen Sinne 'drängelt',
er versucht halt nur das Teil anzupreisen.
Seid so nett und schaut mal rein, aber Vorsicht mit dem mn3 Namen,
schaut ins mission Dir ob es nicht bereits eine Chaos.mn3 gibt...
benennt diese dann halt um für den Test.
Denkt immer drann, Feedback ist für die L-Designer das Salz in der Suppe
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DigiJo Forum-Nutzer
Joined: 12 Feb 2002 Posts: 949
Location: Niedersachsen
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Posted: 28.10.2004, 20:43 Post subject: |
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hey duper, yep looks like a very early version
oki where to start, hmm first the name of the mn3, d3 has already an original outrage mission set with the name chaos.mn3, not good to overwrite it. i would renam it too total_chaos.mn3 or something like that.
mn3-infos itself: took me a while to find the level in d3, give it a good name in the title (mn3edit) so you can find it easy, set both singleplayer and multiplayer flags otherwise it wont show up in the missions list.
the level itself.. i doubt its possible to finish it in one week. the hill in the center is nicely done, the rest is well unfinished hehe. first of you toggled a lot of the terrain-cells invis i think. that makes player able to leave the level and get the void-effect.
terrain works this way:
the mine itself are "internal rooms" connected with portals. the mine shell itself must not have any holes except portals. if you want terrain (the terrain itself is just a flat horizontal plate at start) you need to build a tunnel from the "internal mine" and push this tunnel through the terrain plate. now you toggle the terraincells around the tunnel invis, so that you dont see them while flying from outside to inside (remember, a terraincell is like a face, just one side visible)
now the terraincells you disable usually dont fit the "internal tunnel" you pushed through the terrain. so if you disable the cells you have holes in the terrain around the tunnel you build to enter the mine. now here you need a thing called "external room"
ok your "internal room" pushed through the terrain surface ends with a portal, at this portal you start to build a "external room" with the normals outside to cover the holes in the terrain. thats all what you need for a basic terrain.
the "external room is different from internal rooms, it does not need to be a closed shell, an external room is just there for one reason, to cover the holes in the terrain.
oki, hope that helped a bit. btw a internal room is not nessecary under the terrain, you can use internal rooms above the terrain too, for energy centers on terrain for example. just make a inner shell as energy center with 2 portals, and build a outer shell connected to this 2portals and mark it as "external"
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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 29.10.2004, 00:51 Post subject: |
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Opps.. sorry about the file name. I don't have that particular file in my mission folder so it never occured to me. Doh! I'll fix that.
Thanks Diji, I'm well experianced with terrain building the like. I have toggled away most of the cells. ..in fact .. what you can see from the level is about all that is left. The top of the level will be open, but I will not use the traditional terrain technique. I left the terrain there as a guild to where the "invisible ceiling" is. This is why I said it was ROUGH. Finishing this mine inside a week will be a peice of cake. There is no real super stenuous architecture in this particular level. The following levels will be a bit more involved. Again, this depends entirely on how much time I'll be able to spend on it. Right now, I can only work on it about 2 hours a day. The weekend, maybe 8 hours.
As I said. I wanted feedback on the relative size.
Also, What about doors? A couple of months ago, I was tossing this idea around and several people suggested, or rather nearly demanded that the doors not be used. I'm a bit of a "purest" and prefer that a level is as true to the original as possible with appropriate modifications.
Let me know what you think. I had not intended to use them, but adding them is not a problem, even after the fact.
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy
Last edited by Duper on 29.10.2004, 01:09; edited 3 times in total |
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 29.10.2004, 18:47 Post subject: |
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D3 -> Doors -> onlinegaming ->
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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 30.10.2004, 01:02 Post subject: |
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What about doors in D3 in anarchy don't you like?
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy |
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Atan Moderator
Joined: 27 Jul 2001 Posts: 876
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Posted: 30.10.2004, 09:44 Post subject: |
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D3 doors mostly don't working well during the online matches.
Sometimes you see your opponents flying through closed doors,
waiting to long for the doors before they are open and so on.
Such little things are not really fun during the fights in my opinion.
In your level the doors will be in the 'outer' area,
maybe it will not decrease the fun there.
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VEX-Eagle Falschparker
Joined: 04 Feb 2003 Posts: 807
Location: Stelle (Hamburg)
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Posted: 30.10.2004, 16:36 Post subject: |
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when you touch the door-object, you stop instantly, instead of sliding, like at a wall
not good
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Duper Forum-Nutzer
Joined: 04 Aug 2004 Posts: 32
Location: Beaverton, Oregon USA
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Posted: 30.10.2004, 20:53 Post subject: |
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Yes.
I would modify the door frames so that the door cannot be touched when passing through.
_________________ "Look up my nose and see your future..." Ed, Edd & Eddy |
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