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Thread: Th-Villa

  1. #31
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    Sorry for late response here. I was out due to real life problems (Programming VSM controller as shown on pic below), but now I am back in business...
    Attached Images Attached Images
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

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  2. #32
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    Ok but back to the drawing board. I attached few screenshots of new LightSource meshes for the interrior. I will post additional screenshots of progress tomorrow (becuase I left these home on my PCs hdd due to my stupidity), Now there are gardens partially done (aprox 50-60%) severs (nearly finished) and some household and furniture stuff here and there (need finish twoo more rooms) and place loot on the map.

    Up to this date there are six guards and two additional NPCs (probably should be additional guards in the outskirt...)
    Attached Images Attached Images
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

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  3. #33
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    Nice models, though I think they'll look nicer with ceiling mounts as opposed to their being chandelier like chains going up through the ceiling (that's my opinion anyway).

    Oh and nice signiture, you should show it to Mordengaard sometime...

  4. #34
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    ah yeah, looks good, a lot better then crappy vanilla models we've got on all the maps.

  5. #35
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    Ok. Now for some real work.
    First of all I would like to introduce enhanced light trigger capable of changing not only the state of lightsource but alos a state of corona/fake corona (using dummy actor) and light/unlight and scale glow of lantern object.

    Images below show turn how the lightsource is looking turned off and turned on respectively.
    Attached Images Attached Images
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  6. #36
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    Now some additional production screenshots of the Th-Villa map.
    Showing few interrior places, parts of the gardens (partially finished), severs and so on...
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    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  7. #37
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    additional screenshots...
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    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  8. #38
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    and final batch for today...
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    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  9. #39
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    looks pretty nice, but when i'm looking at maze, i do fear lag, used to much small/short brushes, when you could use more big/long ones, to reduce lag, check Th-Gerome maze, has good performance and looks good as well.

  10. #40
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    Maze looks like mesh to me so it shouldn't decrease fps like brushes do.

    Quote Originally Posted by mcfarrel View Post
    Ok. Now for some real work.
    First of all I would like to introduce enhanced light trigger capable of changing not only the state of lightsource but alos a state of corona/fake corona (using dummy actor) and light/unlight and scale glow of lantern object.

    Images below show turn how the lightsource is looking turned off and turned on respectively.
    Does it work with torches?

  11. #41
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    Maze is made of meshes, not brushes !!! So no BSP just pseudo-static mesh objects (unreal mesh objects with possition fixxed to the grid)
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  12. #42
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    Bandit current version of Enhanced light trigger works with thievery trigger lights (as far I know from what I have ahd tested), if the ThieveryLightTrigger works with torches then th ERnhancedLightTrigger will do (otherwise) I have to (probably) write one on my own to fix this...

    I have jsut checked the Thievery mapping section on ThieveryUT.com and from what I have read there I suggest this trigger would not work with ThieveryTorches. Instead this will need an enhanced ThieveryTorch (maybe later I will do something, maybe when I move to Th-Church/ThConvent map...)
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  13. #43
    Hmm meshes playing the role of a wall?
    i think there are some issues.
    1.light is not casted uniform on all the meshes so its created a kinda creepier effect
    2.the fps may be bigger since the engine loads whats behind the mess too (not sure about this )
    3.have you tried to lean on one of these messes? most probable that you are able to see through them, which will spoil thieves position (maybe increasing the blocking radius)
    4.in case the maze is supposed to let thieves vine it and climb it, you'll have to use extra invisible brushes with grass texture

    and btw, oh yeah these chandeliers looks much more better. nice work out there

  14. #44
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    Quote Originally Posted by Bandit View Post
    Maze looks like mesh to me so it shouldn't decrease fps like brushes do.


    Does it work with torches?
    umm ok, but it looks weird, i preffer geromes maze look, not many tiny blocks like here.

  15. #45
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    OK will do if the BSP count allows me to do so...
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  16. #46
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    Updated version of ThieveryMcFmappack just uploaded...

    Last stable version:
    FileFront -> ThieveryMcFmappack_v2.1

    Previous versions:
    FileFront -> ThieveryMcFmappack_v1.1
    FileFront -> ThieveryMcFmappack_v1.0

    Also available on Thievery-Customs -> http://www.thievery-customs.com/
    Last edited by mcfarrel; 28th Jul 2010 at 03:25 AM.
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  17. #47
    Congrats on the release
    Mappack uploaded on [TRS] Thievery UT 3 IN 1 (85.122.82.26:8888)
    Whats with the th-convent.unr ? filesize 0 bytes

    EDIT1:Hmm cant open Villa

    Warning: Failed to load 'ThieveryMcFDecoPack1': Can't find file for package 'ThieveryMcFDecoPack1'

    Log: Failed import: Class Class ThieveryMCFcrew.TFemaleServant3 (file ../System/ThieveryMCFcrew.u)
    Last edited by Edy94; 26th Jul 2010 at 02:43 PM.

  18. #48
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    i'm having same error with TFemaleServant3, pls check

  19. #49
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    Th-Convent is a placeholder file, for upcomming map Th-Convent I will post some devel shots in few days (I am relaivelly bussy right now).

    ad Th-Villa error (dependencies) seems to be my fault, I have had forgot to update system packages, sorry for this mistake of mine I will fix this during this or the next day (depends on whether or not I have the right system packages on my portable UT installation - but I have the nasty feeling I have these only on my home PC).

    Sorry for this - this is exactly what will happen when You are doing five (or more) things simultaneously... Shame on me...

    [EDIT1] I have searched my portable UT install and I have not got updated system folder here (same as in archive). Fixxed version update will be added (reuploaded) tomorow) [/EDIT1]

    [EDIT2] Fixed (hopefully)
    Last stable version:
    FileFront -> ThieveryMcFmappack_v2.1

    Previous versions:
    FileFront -> ThieveryMcFmappack_v1.1
    FileFront -> ThieveryMcFmappack_v1.0

    Also available on Thievery-Customs -> http://www.thievery-customs.com/
    [/EDIT2]
    Last edited by mcfarrel; 28th Jul 2010 at 03:25 AM.
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  20. #50
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    Fixxed and uploaded to FilePlanet, ThieveryCustoms approvement pending...
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  21. #51
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    nice work on that map Farrel! Me and Getty tested it abit, and found some bugs, going gather em together and send as report here.

  22. #52
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    OK... I will see (when feedback arrive) what I can do with these bugs... Thanks for testing...

    Anyway:

    1) any other mapper (are there still any these days) is allowed to use pieces of script, objects and so included in packages of this mappack.

    2) if any other mapper is interrested in, he/she is allowed to use props/brushes from my maps (If so just contactme and I will upload t3d archive)...
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  23. #53
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    ok, bugs we found so far:

    almost all elevators are buged, or can be activated only at some floors
    buttons disappear at kitchen elevator (dont put them in the movers way or they will get atacked to it ), also texture missing in it.
    ThSmallSwitch51 and ThSmallSwitch4 are in the same place. remove one of them
    ThPlainDoorknob6 not Attached to the door.
    some sewer doors can't be opened.
    the objectives items are stored 1 by 1 in inventory, filling it up. maybe you can
    make some group
    In house with servant somewhere outside, beds and some items are complete black in rooms.
    if u are on the balcony and try jump over to the roof, u'll get stuck


    suggestions:
    lots of empty/unused spaces outside, some trees/bushes/grass/rocks, and other objects could be added for more detail
    maybe only one exit, instead of 3, will be more balanced for T vs G gameplay, like only at gates outside.
    To much lights outside, delete some of map (around house mostly), is to bright, looks a bit unrealistic, also kills the atmosphere (thievery likes more darker areas.
    Fill that main hall/entry room with furniture and other things, looks to empty.
    Check movements speed of new AI models, they run to fast.
    Also textures on that new models look to bright, maybe use level control function in photo editing program (white/black levels), it makes in my opinion look things better.
    Also adding map or location strings would be good.
    Every map must have eastereggs and secrets, pls add!

    OK! I think thats enough for now...
    Bug and suggestion report has been done by me and Getty.
    Cheers.

  24. #54
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    OK will see what I can do with these bugs. Thanks for feedback...
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  25. #55
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    no problem, if you need a tester, i could be one.

  26. #56
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    It is typical... Programmer/mapper will always make mistakes whenever writing a pieces of code, designing level or linking things together. It is definitelly wise to have at least one person capable of trying to test foolproof state of "final" work...

    OK stop talking and do debugging...
    Last edited by mcfarrel; 3rd Aug 2010 at 04:23 AM.
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  27. #57
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    Debug:

    ThPlainDoorKnob6 not attached - missing attach link of correspponding ThDoor - fixxed
    ThSmallSwitch51 duplicate switch deleted (copy-paste artefact) - fixxed
    Lift1/2 - fixxed some minor problems (tester probably messed and mixxed feature for bug)
    MainKitchenLift - button possition problems, button event-tag link i kitchen problem - fixxed
    ShowerDoor missing tSwitchGlassTexture - fixxed
    kitchen elevator - texture missing in it - fixxed

    Not Found:

    some sewer doors can't be opened. ???
    if u are on the balcony and try jump over to the roof, u'll get stuck ???

    NeuroFunker please send me exact location (I could not find these...)

    Some Problems still occure (build or so):

    In house with servant somewhere outside, beds and some items are complete black in rooms.
    - do not know why, Rebuild replaced but still invis collis hull blocks light emmiters Strange ???

    the objectives items are stored 1 by 1 in inventory, filling it up. maybe you can
    make some group
    - in matter of fact there are groups but the core thinks subgroups are separate objects (6 types of glasses)
    this is pain in ass... As usual I tried to make little bit nonstandard and variable environment and this is
    exactly what I have obtained... :-D
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  28. #58
    some sewer doors can't be opened. ???
    -ThDoor330 and ThDoor329 dont have a 2nd moving state, only Base

    in matter of fact there are groups but the core thinks subgroups are separate objects (6 types of glasses)
    -maybe u can make 6 spawn which will spawn only 1 type of glass but with different meshes

    In house with servant somewhere outside, beds and some items are complete black in rooms.
    -try use the object's block colision option and delete the invisible brush (only for the bugged objects)

    if u are on the balcony and try jump over to the roof, u'll get stuck ???
    -any chance seeing u online?

  29. #59
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    Quote Originally Posted by Edy94 View Post
    ...
    if u are on the balcony and try jump over to the roof, u'll get stuck ???
    -any chance seeing u online?
    Maybe on monday, but I am in Prague so I can be online (form work with my portable (T)UT 9-17 approx (+1 for GMT+1 resp +2 when summer time is on) so 10-18 GMT only...
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

  30. #60
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    Quote Originally Posted by Edy94 View Post
    in matter of fact there are groups but the core thinks subgroups are separate objects (6 types of glasses)
    -maybe u can make 6 spawn which will spawn only 1 type of glass but with different meshes
    Ah shit... More scripting 'assues'... OK maybe later (aligator)
    Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.

    Be kind to Your mappers because they are doing it for You and give them hope...

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