Abandoned [WIP] Archives - These Maps Need Mappers!

Blasto121

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you insulting people to make them work? that certainly couldn't be your style!
 

FER

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1) Most dynamic and most time consuming would probably to get all the newer animations in one set, with no weapons, and then have a separate submodel group of weapons that sticks the weapons in.
2) More half-assed, but slightly less time consuming: Just get as many weapons under the same anim and bone set as possible. This is not as dynamic, but it means building less weapon viewmodels back up again from scratch.

I think both options take the same time to do (with 2 looking more ugly)

I can try but I would like to know if you want every weapon to stick with the anims they are already using or move some (like the orionsword.mdl) to other animations
 

The Man In Black

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Blasto121 said:
you insulting people to make them work? that certainly couldn't be your style!

Go work on ailairium you sarcastic asshole >_>
 

Thothie

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FER said:
1) Most dynamic and most time consuming would probably to get all the newer animations in one set, with no weapons, and then have a separate submodel group of weapons that sticks the weapons in.
2) More half-assed, but slightly less time consuming: Just get as many weapons under the same anim and bone set as possible. This is not as dynamic, but it means building less weapon viewmodels back up again from scratch.

I think both options take the same time to do (with 2 looking more ugly)

I can try but I would like to know if you want every weapon to stick with the anims they are already using or move some (like the orionsword.mdl) to other animations

Move anims as required/desired... Hardest bit is going to be that the scripts go by animation index for weapons, instead of animation name. So the indexes are going to be completely screwed up. This is why I'm hoping to have Shuri and MiB help me get all the scripts in working order with the new models. (Although if we could change that, and make the animations go by name instead of index, that'd save us a hell of a lot of work in that department.)

If you need to rename bone sets to consolidate more models, that's a go too - may even work, if the 0 bone on both models are at the same origin.

Also, if you think having the item scripts would help you organize things, tell me, and I'll send em to ya. (I'll trust you with em.)
 

Belmont

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BUMP because I have not dropped Verath - I just had to restart from scrath by the weirdest leak I have ever seen (I don't know what caused it - but a lot of mappers I asked for help could not find it either, and as I'm a novice mapper this is taking time, but I plan to expand more than before and with better detail, as I have learned some interesting stuff (Thanks again J-M!).
 

Thothie

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Map -> Load Point File...

End of all leak problems. Just take note of the entity position reported, and follow the red lines... Personally, I find it helps to have a background bright red, instead of black, so those holes stick out when you make em. Also remember entity brushes, such as func_wall, do not block VIS nor leaks.

This reminds me, I need to put Nashrwhatitz on the WIP list still, don't I? :/
 

Thothie

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- NASHALRATH - (50% complete) by LittleFrodo
Nashalrath has no official caretaker
nash.gif

Nashalrath Overview

There are two parts of Nashalrath. Of the first, about 80% of the brushes belong to Unreset2, while the second looks suspiciously like badlands, but it may just be coincidence (been so long since I’ve seen it). But yeah, crypts + lava caves. All the sploit problems in the Unrest2 part still exist and will need to be fixed. (Stairs monsters can’t climb, bi-level sploit action, etc.)

Formats: RMF
Have Wads: Unknown (but allinone.wad and the basic MSC wads seem to cover it.)
Solids: 50% complete (neither map is sealed)
Lighting:: 50% Fair amount
Texturing: Complete
Entities: 80% Most areas are populated
Needs Expansion: Yes (some)
LINK TO SOURCE: (this is new, and NOT in the wip mass archive)
http://www.thothie.com/msc_dev3/wip_nash.rar
 

Rickler

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Thothie said:
Map -> Load Point File...

hl1 pointfile sucks :\

load the map up in source sdk hammer compile w/ vbsp. load pointfile and it will draw 1 line that will show you exactly were the leak is. then just fix it in hl1 hammer 3.5
 

Belmont

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Status report!

I'm working on it, with better ideas than before, and better Hammer skillz, I will post screenshots when I get to fix some errors I need to work on, complete the warehouse and around 50% of the new area, wich I hope is going to look good!
 

Dridmar

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Thothie said:
Map -> Load Point File...

End of all leak problems. Just take note of the entity position reported, and follow the red lines... Personally, I find it helps to have a background bright red, instead of black, so those holes stick out when you make em. Also remember entity brushes, such as func_wall, do not block VIS nor leaks.

This reminds me, I need to put Nashrwhatitz on the WIP list still, don't I? :/

Make a tutorial on that that 'Point File' thing. I tried to use it but I was confused as pfck.
 

Thothie

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Not much I can say about it beyond what I said in that paragraph. After failed compile, just go Map -> Load Point File, and it'll ask "Do ye want to load the default point file?" (not in so many words) - if yer RMF name matches yer MAP file name, yer good to go. If not, point it at the proper pts file.

What you'll get is a billion little lines of various colors everywhere. Unfortunately, you’ll also reset to 0x0x0 view point. When HLBSP reported your leak, you should have been told what entity the leak was nearest, and the location of said entity. Go there. Find red line. Follow red line. Usually you will find the leak.

If you fail to find the leak this way, put some info_targets (or whatever yer default point entity is) near points where the red lines double back on each other, then compile again to figure where along the red line the issue is. If it’s near some bendy bit of architecture, delete that bit, and rebuild it more simply. Map edges should end at 90 degree points, whenever possible, and brushes facing the outside of the map should be as simple as possible, with as few conjoining points as possible.
 

Thothie

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No caretaker at the moment.

Concept for that map would involve a large floating ice field, maybe with some killer whales, polar bears, morcs, etc. Whatever tickles yer freezing fancy. Connections would include the mine entrance to ms_snow (provided) and a link to a frozen forest. The ice fields may need a boat transition to oceancrossing as well.
 

Thothie

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http://nemesis.thewavelength.net/index.php?p=9

It's *okay* for generating large fields, but for smaller areas, it starts to stumble some (tricky to get the brushes and grid down to a small enough size, and then they're so clumsy that you'd get better results by hand.) You can make some fancy domes with it - however, those made manually are FAR more efficient - better to use these as a back-guide and make your own.

It can't make tunnels, caves, or doors though - and the terrain it generates can be difficult to integrate with such.

Meh, before my crash, I'd *finally* found a way to get the new (Source) Hammer to work with old RMF/MAP files, and even save in that format. I was all happy, cuz I thought *finally* I could use their displacement system, which is very good for making caves and cave walls (it's so hack and slash, it's not much good for much else)... I was all *YAY!* - until it turned out the bloody displacements don't export, then I was all *F*CK!* ><. The newer hammer is so much less stable than the older one, when working with HL1 materials, that it's useless for anything else. :(
 

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I thought I'd sum up the current state of the wip archives. We should probably put together a new pack with the latest versions and no old files. Here's a list of what we have now:

barnum armor map: finished
bloodrose: finished
wicard: finished
verath: adopted by J-M
the village: I recall hearing Crow was planning to do something with it
run: no caretaker
tundra / frozen city / mine: J-M told me he was planning on cleaning these up but hasn't had time yet
nashalrath 1: I have been cleaning up this one*
nashalrath 2 & 3: no caretaker

* So, I thought I'd clean up the archives a bit, I've taken the different source files of Nashalrath 1 and glued them into one rmf. I've fixed some flaws that prevented it from being compiled and I've also tried to fix some of the exploits. I don't have interest in expanding the map but I might make it functional and playable.

Also, why is nashalrath's updated source 1 a bunch of scripts in a file called verath.rar? Is this intentional?
 

Thothie

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Think that's all been covered in edits to the top post (save your taking over Nashalwhatitz, which I'll just go check off now.) Didn't check off The Village as I'm not sure if Crow was going to use it or was just musing. It's such a small fragment that it could easily be used in two different maps and hardly anyone would notice though.

I've not bothered keeping record of which maps were in the WIP archive and found their way to the final world - but tis a thought, might encourage more people to adopt these.

J said:
Also, why is nashalrath's updated source 1 a bunch of scripts in a file called verath.rar? Is this intentional?
Meh, I don't maintain the archives for those, they belong to Lil-G, so only the gods know what's in em. I suppose someday I may get to merging them all into one and hosting them myself.

"Joe!" has a bunch of nearly completed maps buried in this thread. I meant to merge them all into a single gigantic WIP archive and post it on the top page, but then the HD they were on exploded, and I've not gotten around to regathering them since.

Dridje also has a WIP map that is, more or less, in the same condition he gave me gertenheld_caves in (just needs a proper monster layout), and is, in fact, probably a better constructed map that gert_caves was. Should get that on the top page too, one of these days...
 

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Dridmar

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J said:
I could probably compile a new all-in-one WIP pack but I'm missing a few files posted in this thread, and the links are down.

The first is Dridje's map, I don't know the filename but the screenshots say "Dridje's Random Map.rmf":
viewtopic.php?f=8&t=2218&st=0&sk=t&sd=a&start=165#p100932

The other one is Kai's Elwood, filename seems to be elwood.zip:
viewtopic.php?f=8&t=2218&start=180#p104732

Does anyone have them? Dridje? Kai? Thothie?

Yeah that's the correct name for the map and I gave it to the master of Thoths a while back. If he's lost it I think I have it somewhere buried in my computer
 

Thothie

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Here's a link for J's and Dridje's abandoned maps:
http://www.thothie.com/msc_dev3/wip_archive2b.rar
I don't have time to make entries for these in the top post just now. :/

I think you could combine any number of those maps to make a decent one.

Sadly, I do not have Kai's map. I fear it maybe dead to the world... :oldcry:
 

Thothie

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Fixed. :oops:
 

Gurluas

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Thothie said:
Think that's all been covered in edits to the top post (save your taking over Nashalwhatitz, which I'll just go check off now.) Didn't check off The Village as I'm not sure if Crow was going to use it or was just musing. It's such a small fragment that it could easily be used in two different maps and hardly anyone would notice though.

I've not bothered keeping record of which maps were in the WIP archive and found their way to the final world - but tis a thought, might encourage more people to adopt these.

J said:
Also, why is nashalrath's updated source 1 a bunch of scripts in a file called verath.rar? Is this intentional?
Meh, I don't maintain the archives for those, they belong to Lil-G, so only the gods know what's in em. I suppose someday I may get to merging them all into one and hosting them myself.

"Joe!" has a bunch of nearly completed maps buried in this thread. I meant to merge them all into a single gigantic WIP archive and post it on the top page, but then the HD they were on exploded, and I've not gotten around to regathering them since.

Dridje also has a WIP map that is, more or less, in the same condition he gave me gertenheld_caves in (just needs a proper monster layout), and is, in fact, probably a better constructed map that gert_caves was. Should get that on the top page too, one of these days...

Uh the Verath Scripts has nothing to do with Nashalrath...They are for...Verath?
 

Echo717

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I has elwood map, I'll upload it when I get mah computer working again, currently am on a laptop
 
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