Author |
Message |
NELLO!!
Mitico
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Thursday, January 10, 2013
FINISH HIM! FINISH HIM! FINISH HIM! YEAH YEAH FINISH HIM!! *laughing out loud*
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Zeth
The Admin
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Thursday, January 10, 2013
It may not be the case here, but there's also the possibility that it's more of a personal goal to do it at some point for themselves, and they'd rather finish it later than have someone do it for them in the meantime.
Even if such a person wanted to finish something themselves as a matter of pride or experience, there's nothing stopping them from doing so even after releasing their incomplete work for others to learn/grow from.
ZEQ2-lite as a whole exemplifies this. While it's not at all what it had become destined for under ZEQ2 ambition, releasing it to the community to work with was certainly not a mistake. The project has still proven itself a fruitful endeavor despite ongoing development for the initial branch from an official team.
Sharing and forward collaboration practically always supersedes drive/motives that are only self-beneficial.
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Skatter
#*&@%!
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Thursday, January 10, 2013
Zeth wrote : there's nothing stopping them from doing so even after releasing their incomplete work for [you]others[/you] to learn/grow from.
Of course not. Just referring to the two posts before me that almost seemed critical of Rasengan, and I only really made my post with that context in mind. I'm sure I don't know Rasengan well enough to speculate, and nor does he need my defense, but I'd wager they don't know him that well, either. Nor does he need their criticism. I wasn't calling to trial any of the philosophies of the community.
Zeth wrote : The project has still proven itself a fruitful endeavor despite ongoing development for the initial branch from an official team.
I couldn't agree more. Lots of talents have been refined here.
Zeth wrote : Sharing and forward collaboration practically always supersedes drive/motives that are only self-beneficial.
While I agree on several levels, again, my only reason for posting is the distinction that superseding and giving license to be critical of are two different things, or at the very least they probably should be.
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Zeth
The Admin
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Friday, January 11, 2013
While I agree on several levels, again, my only reason for posting is the distinction that superseding and giving license to be critical of are two different things, or at the very least they probably should be.
Being critical of anything is perfectly acceptable as long as the critic is being constructive with comments and shows a desire/initiative to IMPROVE the original plan/idea -- that is, not simply stating an unsupported opinion.
Also. Please come home. We miss you.
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rasengan
Gradual Miracle
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Friday, January 11, 2013
hi all !
okay ! I'll try to make the script otherwise I give you the map to the finished thank you guys
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ElementX
The F-Men
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Tuesday, January 15, 2013
Never thought I'd see this map make it this far! Awesome!
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Laguna|DaGGeR
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Wednesday, January 16, 2013
good job rasengan if you still need help to compile her are many learning topics with tutorials and many people who can do it
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rasengan
Gradual Miracle
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Sunday, January 20, 2013
where do I release the map ?
in the topic or I give to Zeth ?
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TRL
|
Sunday, January 20, 2013
The svn is one way.
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Zeth
The Admin
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Sunday, January 20, 2013
I would attach it in this thread as a zip (assuming it's not too huge). If that fails, just put it on a temporary file sharing site or email it to Mima/myself for sorting.
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NELLO!!
Mitico
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Sunday, January 20, 2013
do you have finished the map fully rasengan?
well you can do one easy thing..
the files are supposed to be these, so you can easily upload in the build..
in maps (bsp,lfs,arena,jpeg and the folder of the textures)
in scripts (the shader MapTimechamber.shader)
than for the max files and separated textures go in media and upload there..(in maps obviously)
thanks and can't wait to give a try to this great MAP ....
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rasengan
Gradual Miracle
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Sunday, January 20, 2013
I send mima
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NELLO!!
Mitico
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Sunday, January 20, 2013
okay I will see right now .. come to the CHAT if you want ask the SVN access..
Zeth or Mima should give you the access to upload the map..
EDIT: uh sorry I took the map before your elimination..
don't worry .. I can just say howewer that map looks very good just like in the anime..
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rasengan
Gradual Miracle
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Sunday, January 20, 2013
NELLO!! wrote : okay I will see right now .. come to the CHAT if you want ask the SVN access..
Zeth or Mima should give you the access to upload the map..
I sent to TRL
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rasengan
Gradual Miracle
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Sunday, January 20, 2013
NELLO!! wrote : okay I will see right now .. come to the CHAT if you want ask the SVN access..
Zeth or Mima should give you the access to upload the map..
EDIT: uh sorry I took the map before your elimination..
don't worry .. I can just say howewer that map looks very good just like in the anime..
why are you talking about elimination?
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NELLO!!
Mitico
|
Sunday, January 20, 2013
step back to the past of 25 min ago well
you know why..(accidentaly you've uploaded the file here and removed after 5 min) in 5 min I've downloaded the map..
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rasengan
Gradual Miracle
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Sunday, January 20, 2013
NELLO!! wrote : step back to the past of 25 min ago :*laughing out loud*: well
you know why..(accidentaly you've uploaded the file here and removed after 5 min) in 5 min I've downloaded the map.. :*laughing out loud*:
ah okay !
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rasengan
Gradual Miracle
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Monday, January 21, 2013
up
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Acaryus
Cutting-Edge
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Monday, January 21, 2013
Beautiful!
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Zeth
The Admin
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Monday, January 21, 2013
SVN : http://ZEQ2.com/SVN/Media/Addons/maps/
First off, superb quality textures in most cases! Smart usage of scrolling alphamap'd textures for sand grains as well. I highly recommend you prepare another zip for your Radiant .map files as well as any .max or 3D editor files. These are very critical as a 'source' for other people to edit and modify your work.
Here are a few things that could help improve the map further :
[Map] - One hourglass has the sand going up rather than down -- is this intentional?
- Collisions to kitchen need tightening (are you using brush collisions or just trimesh?)
- Consider white fog to create endless map effect as seen in Cell Saga.
- Consider using map scaling additionally to suppliment above.
- Consider using a tcmod rotate shader function for animating the outside clock.
- Consider using radiant's mover flag for animating the inside roof large clock hand.
- Some textures could use refinement since they are simply series rips (door/bed sheets).
- UV tiling issues on some areas (such as the rock floor in the kitchen/bathroom).
[Files] - Avoid using underscores in file/shader names! Use camelCase instead.
- Multiple unique shader files should not be necessary. Use one .shader file for the map unless sharing will be going on between different maps for certain parts.
- Avoid long path shader names like "textures/time_chamber/feuilles". Instead, use specific short names such as "feuilles".
- Ensure that shader files use proper whitespace conventions. This means that every block/bracket should be properly aligned with no vertical whitespace.
- Avoid using tga files. Instead use png when transparency is necessary.
- Many of the textures could have been packed into one larger atlas texture instead. This would require a bit of uvmapping to adjust to fit properly but would greatly improve load times via reduced memory & file sizes. Although this would not be needed on larger textures since you'll still want to use mipmapping for runtime gains, smaller textures like terro, tronc_palm, bain2, and color-only textures like chaises (these only need 1 pixel per color!) can definitely benefit from being shoved into one 1024x1024 texture atlas. A rule of thumb is unless the texture is 384x384 or higher, it probably won't need mipmapping.
|
EsMortal
|
Monday, January 21, 2013
Zeth wrote : SVN : http://ZEQ2.com/SVN/Media/Addons/maps/
First off, superb quality textures in most cases! Smart usage of scrolling alphamap'd textures for sand grains as well. I highly recommend you prepare another zip for your Radiant .map files as well as any .max or 3D editor files. These are very critical as a 'source' for other people to edit and modify your work.
Here are a few things that could help improve the map further :
[Map] - One hourglass has the sand going up rather than down -- is this intentional?
- Collisions to kitchen need tightening (are you using brush collisions or just trimesh?)
- Consider white fog to create endless map effect as seen in Cell Saga.
- Consider using map scaling additionally to suppliment above.
- Consider using a tcmod rotate shader function for animating the outside clock.
- Consider using radiant's mover flag for animating the inside roof large clock hand.
- Some textures could use refinement since they are simply series rips (door/bed sheets).
- UV tiling issues on some areas (such as the rock floor in the kitchen/bathroom).
[Files] - Avoid using underscores in file/shader names! Use camelCase instead.
- Multiple unique shader files should not be necessary. Use one .shader file for the map unless sharing will be going on between different maps for certain parts.
- Avoid long path shader names like "textures/time_chamber/feuilles". Instead, use specific short names such as "feuilles".
- Ensure that shader files use proper whitespace conventions. This means that every block/bracket should be properly aligned with no vertical whitespace.
- Avoid using tga files. Instead use png when transparency is necessary.
- Many of the textures could have been packed into one larger atlas texture instead. This would require a bit of uvmapping to adjust to fit properly but would greatly improve load times via reduced memory & file sizes. Although this would not be needed on larger textures since you'll still want to use mipmapping for runtime gains, smaller textures like terro, tronc_palm, bain2, and color-only textures like chaises (these only need 1 pixel per color!) can definitely benefit from being shoved into one 1024x1024 texture atlas. A rule of thumb is unless the texture is 384x384 or higher, it probably won't need mipmapping.
thanks
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rasengan
Gradual Miracle
|
Monday, January 21, 2013
Zeth wrote : SVN : http://ZEQ2.com/SVN/Media/Addons/maps/
First off, superb quality textures in most cases! Smart usage of scrolling alphamap'd textures for sand grains as well. I highly recommend you prepare another zip for your Radiant .map files as well as any .max or 3D editor files. These are very critical as a 'source' for other people to edit and modify your work.
Here are a few things that could help improve the map further :
[Map] - One hourglass has the sand going up rather than down -- is this intentional?
- Collisions to kitchen need tightening (are you using brush collisions or just trimesh?)
- Consider white fog to create endless map effect as seen in Cell Saga.
- Consider using map scaling additionally to suppliment above.
- Consider using a tcmod rotate shader function for animating the outside clock.
- Consider using radiant's mover flag for animating the inside roof large clock hand.
- Some textures could use refinement since they are simply series rips (door/bed sheets).
- UV tiling issues on some areas (such as the rock floor in the kitchen/bathroom).
[Files] - Avoid using underscores in file/shader names! Use camelCase instead.
- Multiple unique shader files should not be necessary. Use one .shader file for the map unless sharing will be going on between different maps for certain parts.
- Avoid long path shader names like "textures/time_chamber/feuilles". Instead, use specific short names such as "feuilles".
- Ensure that shader files use proper whitespace conventions. This means that every block/bracket should be properly aligned with no vertical whitespace.
- Avoid using tga files. Instead use png when transparency is necessary.
- Many of the textures could have been packed into one larger atlas texture instead. This would require a bit of uvmapping to adjust to fit properly but would greatly improve load times via reduced memory & file sizes. Although this would not be needed on larger textures since you'll still want to use mipmapping for runtime gains, smaller textures like terro, tronc_palm, bain2, and color-only textures like chaises (these only need 1 pixel per color!) can definitely benefit from being shoved into one 1024x1024 texture atlas. A rule of thumb is unless the texture is 384x384 or higher, it probably won't need mipmapping.
thanks ! yes, I'll see the small details to improve
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rasengan
Gradual Miracle
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Monday, January 21, 2013
come on guys! if we try this map together online?
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NELLO!!
Mitico
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Monday, January 21, 2013
if not online but in F3+ sure ..
what a beautiful place is this
(we see the right characters in the right map)better than this what is?!..
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Laguna|DaGGeR
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Monday, January 21, 2013
the map should be maximized mapsize to give an infinite white effect
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