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#26 2010-10-10 22:48:47

jmarc
webMaster/noobJumper

Re: [1st MAP] Dayfee

postit wrote:

All this needs is some new textures and a little lighting and it's ready to be a classic big_smile

ps what is "dayfee"?

I am really no an artist and i am color-blind hmm (this actually come from The Gimp)
If you want to offer me some pics wink

Yes, I have to work lighting

Challenge = Défi (in french) => Dayfee (in english phonetic smile )

FerrarI wrote:

Record is 55 big_smile

Yesterday maiLLes tested and done 55. With a maximum speed XY around 1200
But today I changed classification (01 to 70 changed for 00 to 69)
So, his record is 54

postit wrote:

A suggestion: put trigger_locations at the bottom of each slot, so people can use $location to spam how far they got smile

I wanted, but trigger_location is missing with right click on Netradiant hmm didn't find answer on the web
I should want to add points according to slide length

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#27 2010-10-11 02:40:32

86West
Jumper

Re: [1st MAP] Dayfee

well its a very interesting jump and i love it big_smile 48 was my best. normal is like 40. smile will try 2morrow again.

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#28 2010-10-11 05:48:45

Shans
Jumper

Re: [1st MAP] Dayfee

Got 48.. can't be stuffed to try for anything more tongue

Cool map!

Last edited by Shans (2010-10-11 05:48:59)


http://i.imgur.com/pG6dH.png UJC Medium Division Winner

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#29 2010-10-11 10:02:23

postit
Map maker

Re: [1st MAP] Dayfee

jmarc wrote:

I wanted, but trigger_location is missing with right click on Netradiant hmm didn't find answer on the web
I should want to add points according to slide length

Did you put your urbanterror.def file in \radiant\q3.game\baseq3? (I dont know if NetRadiant has this, I'm checking)

And for textures, you could use any that come with UrT from the texture browser....(Turnpike is my vote wink )

Last edited by postit (2010-10-11 10:06:21)


http://i32.tinypic.com/242x6z5.png

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#30 2010-10-11 10:56:44

postit
Map maker

Re: [1st MAP] Dayfee

Hmm, looks likes the folder that needs to have urbanterror.def (and shaderlist.txt) is:

\NetRadiant\q3.game\q3ut4

I used the guide below (OSX) to install on Windows, with a little messing around. If you figure out the equivalent paths for linux, I think the Urt gamepack will work (I wish I still had linux installed to check). I see Moonies name mentioned there...maybe he knows.

http://cloud9crew.com/index.php/forums/ … intel-done

I've been using this for 5 minutes and already like it better than GTK radiant

Last edited by postit (2010-10-11 15:30:42)


http://i32.tinypic.com/242x6z5.png

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#31 2010-10-11 13:25:26

jmarc
webMaster/noobJumper

Re: [1st MAP] Dayfee

Thx
it works!

But I read on this page

Be sure not to include too many locations, since they both demand CPU time, when determining where you are in the map. A amount around 20 - 30 depending on the size of the map should be ok.

What do you think about it ?

I add a 2nd room same 1st, but with walljumps instead.
So, I will have 140 location !

Well, I can reduce triggers quantity:
not put on 60>70 (because impossible)
Put only 1 on 00>20 (location message: Try again cowboy!)

Total: 80

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#32 2010-10-11 13:35:07

xSm3agol
Honorary Chairman

Re: [1st MAP] Dayfee

Ohh so Im the best for the moment 54 :]


http://img6.imageshack.us/img6/1084/googlelogosmeagol.jpg

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#33 2010-10-11 14:03:29

postit
Map maker

Re: [1st MAP] Dayfee

jmarc wrote:

But I read on this page

Be sure not to include too many locations, since they both demand CPU time, when determining where you are in the map. A amount around 20 - 30 depending on the size of the map should be ok.

What do you think about it ?

I'm not sure, the only map I have made has 55 trigger_locations.

To be honest, I cant see why having many trigger_locations would be a CPU problem. target_locations could definitely be a problem but you are using trigger_. I am not an expert though!

I think you should release with as many trigger_locations as you like.

Last edited by postit (2010-10-11 14:05:02)


http://i32.tinypic.com/242x6z5.png

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#34 2010-10-11 16:51:44

dededude
Member

Re: [1st MAP] Dayfee

Hi,
For me, 54. It's hard to make more...

my demo : http://www.mediafire.com/file/me3fjfci1vboioc/54.dm_68

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#35 2010-10-12 00:06:13

dededude
Member

Re: [1st MAP] Dayfee

new record for me = 56...

demo : http://www.mediafire.com/?ru71v95qkn02s48

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#36 2010-10-12 06:04:40

Shans
Jumper

Re: [1st MAP] Dayfee

51 for me.


http://i.imgur.com/pG6dH.png UJC Medium Division Winner

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#37 2010-10-12 07:34:44

H-Star
Jumper

Re: [1st MAP] Dayfee

Nice map jmarc !

I think it's a good idea.
I do 48 last night, but i haven't screenshot.

So i need to try again and take sreenshot to prove it.

zen


http://img121.imageshack.us/img121/2568/bannmqcd2test.png

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#38 2010-10-12 07:44:01

SettinG
Map maker

Re: [1st MAP] Dayfee

Should most take a demo...

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#39 2010-10-12 07:58:42

H-Star
Jumper

Re: [1st MAP] Dayfee

Sorry... i will take a demo too big_smile


http://img121.imageshack.us/img121/2568/bannmqcd2test.png

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#40 2010-10-12 08:16:12

gomer
Member

Re: [1st MAP] Dayfee

Just made 60 on second try here:

http://www.4shared.com/file/jvLbDyqb/gome_60.html

Love this concept. I agree, this is very addictive!

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#41 2010-10-12 08:30:41

azmo
Jumper

Re: [1st MAP] Dayfee

http://i51.tinypic.com/20f28wi.jpg

sad


I hate everyone, equally.

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#42 2010-10-12 15:41:30

azmo
Jumper

Re: [1st MAP] Dayfee

Damn it... I suck at this... only 43. sad
http://i56.tinypic.com/jpu4hv.jpg

Demo

Last edited by azmo (2010-10-12 15:45:43)


I hate everyone, equally.

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#43 2010-10-12 22:33:09

Anomaly
Jumper

Re: [1st MAP] Dayfee

46 is my top for now >:]


6th|Anomaly!

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#44 2010-10-13 08:39:15

azmo
Jumper

Re: [1st MAP] Dayfee

Got (only) to 49... sad

Demo

Last edited by azmo (2010-10-13 08:40:20)


I hate everyone, equally.

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#45 2010-10-13 09:01:04

Shans
Jumper

Re: [1st MAP] Dayfee


http://i.imgur.com/pG6dH.png UJC Medium Division Winner

YouTube

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#46 2010-10-13 10:52:37

jmarc
webMaster/noobJumper

Re: [1st MAP] Dayfee

I have a problem with lighting
http://uppix.net/5/f/3/6a1345b17c55f2862101d82d33a5e.jpg

1 - normal gradient
2 - normal blackness (?)
3 - it misses the gradient!

How to fix it please?

I attach the shader files.
http://dl.dropbox.com/u/2931448/dayfee1a.shader
http://dl.dropbox.com/u/2931448/dayfee1a_light.shader
hope this is not too hard for me hmm


@postit: ok, in orion there is more 300 triger_loc and no problem.

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#47 2010-10-13 13:26:37

xSm3agol
Honorary Chairman

Re: [1st MAP] Dayfee

It is not a problem just put more lights there :] Make another fluo there and there xD And


http://img6.imageshack.us/img6/1084/googlelogosmeagol.jpg

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#48 2010-10-13 18:03:12

86West
Jumper

Re: [1st MAP] Dayfee

i tried 2day and 50 was my best smile i'll try for 55 later 2nite. gg

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#49 2010-10-14 15:03:06

postit
Map maker

Re: [1st MAP] Dayfee

jmarc wrote:

1 - normal gradient
2 - normal blackness (?)
3 - it misses the gradient!

Did you figure out the problem jmarc?

If not, what were the compile settings you used to get that screenshot? And are you sure brick.jpg is a texture and not an improperly defined shader?


http://i32.tinypic.com/242x6z5.png

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#50 2010-10-15 13:00:10

azmo
Jumper

Re: [1st MAP] Dayfee

86West wrote:

i tried 2day and 50 was my best smile i'll try for 55 later 2nite. gg

Same here... 50. But will not update anymore until I reach the end! big_smile


I hate everyone, equally.

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