kzna_dirty (working title) (UPDATE NUMBER 2 A

Started by Timmycakes mapper
25/03/2009 09:57
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Timmycakes mapper04/04/2009 01:22

cool cool (UPDATE)

owned04/04/2009 02:59

owned's input:

screen shot 1: looks nice, loving the textures
2: sort of dark, the lights look funny
3: hmm, the lights, are those sprites at the top? they look weird illuminating the outer top edge of the light
4: same

textures not stretched this time :D haha

Timmycakes mapper04/04/2009 03:12

haha ya im gonna either change the sprites or just X them cuz the models themselves dont have lightbulbs so u gotta hide the fact :p

colix mapper04/04/2009 10:23

nah this map looks amazing i love this mysterious darkness (uhm i guess its not this dark ingame like on the pics, or am i wrong?) the textures, the jumps, the whole design is just good as it is :D good job dude:D

radon mapper Tournament #304/04/2009 12:25

well its hard to write anything else but uber... so uber :) looks really good!

A12s04/04/2009 15:07

Looks awesome man :o .. gj :)

Timmycakes mapper04/04/2009 16:45

wow a thumbs up from radon before i submit o.O im beside myself haha thx all

to colix: what u see is what u get my friend lol thats how it looks in game (i hope thats a good thing xD )

Sprite mapper04/04/2009 21:36(edited 04/04/2009 21:38)

Looks great
I don't like too dark maps though ( or is it? ) maybe its just my monitor

Funksta 05/04/2009 02:28

Originally posted by Sprite
Looks great
I don't like too dark maps though ( or is it? ) maybe its just my monitor


Kinda dark for me too and I have a good monitor imo. (haven't really took a look at the monitors^^)

elITe^05/04/2009 02:39

Agree with radon, it looks really good! I'm sure we will see more good maps from you in the future! :) Good job!

NumB05/04/2009 08:48

Originally posted by Timmycakes
Originally posted by NumB
P.S. Detail textures would fit there perfectly.

what do yuh mean :O i must knowww hehe xD

Little example of detail textures. I think it's not hard to understand where is original map and where is with detail textures. :D Anyway, just send me the map when it's over and I'll create detail textures for it (can be enabled disabled with r_detailtextures 1/0 cvar). =)

Timmycakes mapper05/04/2009 22:56

hey i like it! ill see about sendin it to u :P we shall see heh

opa06/04/2009 06:59

numb, what about fps when those textures get activated? does it drop alot?

eMTi06/04/2009 09:30(edited 06/04/2009 09:38)

looking uber from what i can see, but unfortunatly it seems to be very dark (the latest screens) or is it just my tft at work?

Screens from your the 1st update are really nice! Been a while since i saw such nice architecture / texture usage! :) Seems like you are going to set an example for other mappers here!

edit: took another look, and now they suddenly dont appear too dark anymore. Still: Very good work!

My only concern is, that fps will be good on older pc's :/
If you want to get it tested on my crappy old machine, pm me ;)

NumB06/04/2009 13:37(edited 06/04/2009 14:30)

Originally posted by Timmycakes
hey i like it! ill see about sendin it to u :P we shall see heh

Ok. =)

Originally posted by opapa
numb, what about fps when those textures get activated? does it drop alot?

Well... I'll rather explain how engine works.
When r_detailtexturessupported cvar is enabled (and it is by standard) it takes more ram. Also at every mapstart it takes some CPU to read the configuration and detail texture files. But it's about 0.0001seconds delay only and only at mapstart.

Every time enabling switching r_detailtextures cvar if r_detailtexturessupported is enabled it changes rams, so switching changes some power.

When not doing anything it takes the same power as if this feature is disabled (tested on my old pc). However if texture filtering (video card setting) is enabled, it takes a bit more. Anyway, I wanted to say that on my old pc it didn't took anything at all. On new pc - the same - no difference.

But there are computers on what this feature will take some fps away, but normally it doesn't take anything at all.


// edit:

If also if you want, you can check how kzru_sun5hine looks with my created detail textures:

Detail texture configuration file ("maps/*_detail.txt").
Detail texture files ("gfx/detail/*.tga").

owned06/04/2009 14:38

NumB, instead of us giving you our map files or textures, why don't you teach us how to make the detailed textures ourselves?

NumB06/04/2009 15:51(edited 08/04/2009 12:29)

Originally posted by owned
NumB, instead of us giving you our map files or textures, why don't you teach us how to make the detailed textures ourselves?

Actually it's hard work (specially if map is like kz_sideways). But ok, anyway, open bsp view, load map, file > export > bitmaps. Here you get images of all textures with there names. Then create mapname_detail.txt in maps folder. First word is texture name. Second is detail-texture name. Than horizontal scale comparing to the main texture. Than vertical scale comparing to the main texture.

owned06/04/2009 18:28

Lol, alright then, you can do em for us :D

Timmycakes mapper08/04/2009 08:03(edited 08/04/2009 08:04)

Map is up on the phoogi kz server for everyone to try out.

there are a few minor things i need to change so its not gonna be the final version just yet. but all the jumps and what-not are made and ready for u to pwn

NumB08/04/2009 22:37(edited 08/04/2009 22:37)

Send it 2 me for detail textures and then submit it. =)

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