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time chamber wip

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NELLO!! Mitico View user's profile Send private message

Reply with quote Thursday, January 10, 2013

FINISH HIM! FINISH HIM! FINISH HIM! YEAH YEAH FINISH HIM!! Laughing *laughing out loud*

Zeth The Admin View user's profile Send private message

Reply with quote 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.

Skatter #*&@%! View user's profile Send private message

Reply with quote 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.

Zeth The Admin View user's profile Send private message

Reply with quote 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.

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Friday, January 11, 2013

hi all !

okay ! I'll try to make the script otherwise I give you the map to the finished Smile thank you guys

ElementX The F-Men View user's profile Send private message

Reply with quote Tuesday, January 15, 2013

Never thought I'd see this map make it this far! Awesome! Wink

Laguna|DaGGeR View user's profile Send private message

Reply with quote 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

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Sunday, January 20, 2013

where do I release the map ? Smile
in the topic or I give to Zeth ?

TRL View user's profile Send private message

Reply with quote Sunday, January 20, 2013

The svn is one way.

Zeth The Admin View user's profile Send private message

Reply with quote 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.

NELLO!! Mitico View user's profile Send private message

Reply with quote 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 Wink Very Happy ....

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Sunday, January 20, 2013

I send mima

NELLO!! Mitico View user's profile Send private message

Reply with quote Sunday, January 20, 2013

okay I will see right now Wink .. 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 Wink just like in the anime..

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Sunday, January 20, 2013

NELLO!! wrote : okay I will see right now Wink .. 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

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Sunday, January 20, 2013

NELLO!! wrote : okay I will see right now Wink .. 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 Wink just like in the anime..



why are you talking about elimination?

NELLO!! Mitico View user's profile Send private message

Reply with quote Sunday, January 20, 2013

step back to the past of 25 min ago Laughing 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

rasengan Gradual Miracle View user's profile Send private message

Reply with quote 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 ! Very Happy

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Monday, January 21, 2013

up

Acaryus Cutting-Edge View user's profile Send private message

Reply with quote Monday, January 21, 2013

Beautiful!

Zeth The Admin View user's profile Send private message

Reply with quote 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 View user's profile Send private message

Reply with quote 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 Very Happy

rasengan Gradual Miracle View user's profile Send private message

Reply with quote 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 Smile

rasengan Gradual Miracle View user's profile Send private message

Reply with quote Monday, January 21, 2013

come on guys! if we try this map together online? Very Happy

NELLO!! Mitico View user's profile Send private message

Reply with quote Monday, January 21, 2013

if not online but in F3+ sure Wink ..

what a beautiful place is this Wink
(we see the right characters in the right map)better than this what is?!.. Wink

Laguna|DaGGeR View user's profile Send private message

Reply with quote Monday, January 21, 2013

the map should be maximized mapsize to give an infinite white effect

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