Page 1 of 5 12345 LastLast
Results 1 to 30 of 128

Thread: I am restarting my project (the map formerly known as TH-Library)

  1. #1
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463

    I am restarting my project (the map formerly known as TH-Library)

    Right, so after many years I got really nostalgic and felt like trying to do the map I wanted to do so long ago.

    Unfortunatley I can no longuer use the name I intented. But no worries, congratulations to the creators of TH-Library. I will consider a new name once it gets turned into a proper map.

    Why I am doing this? Because I have this bad habit of finishing things. I wrote that I would do this map and do it I shall. So in homage to the game I am playing now this project will be known as TH-DNF until a new and proper name shows up.

    There are a few obstacles, I lost the partial maps many years ago. But I consider that minor. I had few skecthes around that I am sure I scanned and I fail to find the backup CD I still have much of the ideas fresh on my head.

    To start I shall install TuT once more, OS is no problem since I made the (sound) decision of dual booting my desktop with Windows XP and the later flavour, but if I can I will try to install TuT in Windows 7 so that I can work on the map on the laptop as well.

    The aproach will be (for now) the same as in 2002, I will draw the maps of each floor on papper and then try to build each one of them individually.
    I will start at the general geometry and then go the stuff like carpets. I intend to test the map at each stage, final bit will adding the AI. My idea is to completly build each floor before starting another. At the end I will try to merge the floors.

    I am still aiming at a 3 storie building, the 2 lower floors would be the usually stuff already found in other missions and the top floor is what I consider the core of the map and it may well be the biggest issue, I am saving it for last. All other stuff is still subject to revision but as for now the map is aimed at being about action indoors with a area outside for a couple entry points.

    Back then Ued was kinda scary, I remeber asking for help to someone to build a part of the map. It took me some time to understand the whole carve and shape stuff but now that I am older and there are tons of videos I am more confident, getting the AI stuff is probably the last obstacle.

    I will continue to post updates about progress, issues and whatever I feel sharing. Today is dedicated at installing and backup hunting, current ETA for the overall project is none.

    Oh, and tips coments are more then welcome, but do not expect payment

  2. #2
    Welcome back, cadet.

  3. #3
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    First update.
    I found the backup CD, I got all the drawings back except the UED tests. To my surprise the CD even contained some random text I had written for books.
    So I got the basics, time to install TuT. Any issues with Windows 7?

  4. #4
    Member
    Registered
    Jan 2010
    Location
    My headphones
    Posts
    638
    Quote Originally Posted by Antero90 View Post
    First update.
    Any issues with Windows 7?
    not at all, it didn't work for me with ThAux.exe and thaux.ini for some reason, so i had to use unrealtournament.exe instead, but after reinstalling windows, everything is working as it should.

    Btw.I was one of comakers of Th-Library actually.

    And yes, good luck with your map!

  5. #5
    Works in Win 7 for me without any modifications or hassle.
    Happy mappin'

  6. #6
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Small sidenote.

    I found some more stuff on the CD, one of them is, I think a darkengine to ut mission converter. If anyone wants it feel free to ask.
    Last edited by Antero90; 19th Jun 2011 at 11:02 AM.

  7. #7
    Banned
    Registered
    Sep 2010
    Location
    Ukraine
    Posts
    574
    Quote Originally Posted by Antero90 View Post
    Small sidenote.

    I found some more stuff on the CD, one of them is, I think a darkmod to ut mission converter. If anyone wants it feel free to ask.
    sounds interesting!
    can you give a link and some additional info about it?

  8. #8
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Quote Originally Posted by WTaFa View Post
    sounds interesting!
    can you give a link and some additional info about it?
    Sorry, for some stupid reason I mistyped, its not darkmod, its darkengine. Aparently its a set of scripts to be used with pearl, im not sure where I found them, but I do remember testing this and it kinda works, the converter only translates geometry all else needs to be redone manually. From memory I recall testing the chatedral level and it got halved in size. Im not sure if further work was done, this got into my hands around the time of Thief 3.

  9. #9
    Administrator BrokenArts's Avatar
    Registered
    Jan 2003
    Location
    Dallas
    Posts
    4,712
    Welcome back Antero!

  10. #10
    Member Gaelwyhn's Avatar
    Registered
    Jul 2010
    Location
    United States, North America
    Posts
    36
    Yes. Welcome back to the dark shroud we call a brotherhood.
    Loot - That's what I want and that's what I'll have. I'll get what I want because I know how to get it.

  11. #11
    Member Keggie's Avatar
    Registered
    Aug 2005
    Location
    following your foot falls...
    Posts
    2,004
    cool, post pic's of the map in the making
    [E.D.G]Keggie - All that is yours is allready mine
    Thievery - Hanse's, Market, Mutator List
    AlienSwarm2k4 - Nighide Research Facility
    Videos - YouTube

  12. #12
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Quote Originally Posted by Keggie View Post
    cool, post pic's of the map in the making
    This was taken while testing the 2d shape editor, more will follow once I got some stuff to show.

    Right now im relearning the basics of UED, im less rusty than I thought, just need to get the hang of that rotating tool and keep adding lights. I also need to recheck my numbers, my original measurings are very muddy.

    I am still looking at my notes and drawings and it's insane the amount of stuff I tried to do. I also realised that I did not map the outisde area AND there are about 5 or 6 empty rooms! I already have an idea for those. Tragically, one of the prototypes that a fellow taffer did for me was the outside area but I have no idea where that map could be.

    Once I get the basic operation back on track I plan on building two test rooms. This map project is built around corridors and its critical that those corridors have the right size, this test map will also serve for learning the best way to add everything else that isnt walls. I will do some cheating and look at some maps on how to add the decorations I planned.
    Attached Images Attached Images
    • File Type: jpg 1.jpg (325.0 KB, 21 views)

  13. #13
    Member
    Registered
    Jan 2010
    Location
    My headphones
    Posts
    638
    you could make the brush so long as this corridor itself, no need to substract it trice.

  14. #14
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Quote Originally Posted by NeuroFunkeR View Post
    you could make the brush so long as this corridor itself, no need to substract it trice.
    You just confirmed my suspicion that longuer is better. Anyway, its not quite apliable on that shot, you cant see it from that perspective but it's actually 3 (slightly) diferent brushes. I think I got that size right now, just trying to figure out the best overall lenght, once that is done it's down to carving and placing stuff. (May need to read more about ambient light, I forgot everything about this part, so imagine my horror when I fired up a completly pitch black map)

    Im taking this time at work to write the rest of the back story (it's amazing how the background is still very fresh in my head).

    The only downside of the 2d shape editor is that I always get stuck with it at the top perspective and it's still a pain to rotate the whole thing.

    Another thing I noticed is that the editor divides two sides of the square faces. I read that you can do this in various ways, but what is the best fix for these situations?

  15. #15
    Member Schleicher's Avatar
    Registered
    Jun 2003
    Location
    not in the Playboy Manor =(
    Posts
    3,174
    If you dont see all parts of a big brush at once it can be beneficial to make several smaller ones, since the engine wont render the parts which are hidden from view - moreso if its something complex - in the case of your corridor there it wont help since youll always see everything of it. Dunno anymore if that applies with or without zoning.

    At least thats bsp theory as far as i remember

    2dshape is pretty powerful but dont go overboard with it. Best make everything you do with it semisolid and theres also some option with merging faces or something i cant remember which also helps performance. Iirc theres some option somewhere which dictates on which plane the shape you draw gets rotated or something, just experiment.

  16. #16
    Member
    Registered
    Jul 2004
    Location
    [E.D.G]Chief
    Posts
    700
    As an aside, if anyone else is still after the mis2t3d (dark engine > unreal/thief3 format) you can still download it:

    http://www.thief-thecircle.com/downl...ols/cowgen.zip

    All you need is to install Active Perl to use it.

    That .zip contained the very last updated version by Tels (the script author).

    Chief

  17. #17
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Quote Originally Posted by Schleicher View Post
    If you dont see all parts of a big brush at once it can be beneficial to make several smaller ones, since the engine wont render the parts which are hidden from view - moreso if its something complex - in the case of your corridor there it wont help since youll always see everything of it. Dunno anymore if that applies with or without zoning.

    At least thats bsp theory as far as i remember

    2dshape is pretty powerful but dont go overboard with it. Best make everything you do with it semisolid and theres also some option with merging faces or something i cant remember which also helps performance. Iirc theres some option somewhere which dictates on which plane the shape you draw gets rotated or something, just experiment.
    I dont think its quite that.

    Here is what I am currently experiencing.

    See? there is a line that splits that face in half, the same is happening on the faces directly oposite, the other sides are fine.
    Attached Images Attached Images
    • File Type: jpg 2.jpg (94.7 KB, 10 views)

  18. #18
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Another shot from ingame (windows 7 doesnt seem to like the native Ut bmp), first serious test at making a doorway, perhaps the ceeling could be lower...
    Attached Images Attached Images
    • File Type: jpg 3.jpg (130.6 KB, 17 views)

  19. #19
    Quote Originally Posted by Antero90 View Post

    Here is what I am currently experiencing.

    See? there is a line that splits that face in half, the same is happening on the faces directly oposite, the other sides are fine.
    Yes that will cause texture issues even if you use texture alignment.

    The only way i can think of is using 2 cubes, the lower one would be normal but for the upper one you need to use the vertex edit and then use texture alignment to make the wall's texture uniform.

  20. #20
    Member
    Registered
    Jul 2004
    Location
    [E.D.G]Chief
    Posts
    700
    Or just do it with a cube and a split hexagonal cylinder so that it's two brushes and then texture align them as required.

  21. #21
    I'd do it CHief's way.

  22. #22
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Quote Originally Posted by FatRatHead View Post
    I'd do it CHief's way.
    I will get to it shortly, today I dedicated the day to messing up with textures. It was a pain to get all textures to show, but finally got the ones I wanted.

    Still got some time to mess around with doors. Like the 1st time I am taking some time to get the hang of it. Im sure im missing something, time to go back to reading. Im leaving one other shot with semi textured corridor, door needs a lot of tweeting still.
    Attached Images Attached Images
    • File Type: jpg 4.jpg (149.7 KB, 21 views)
    Feel the power of the

  23. #23
    Member Schleicher's Avatar
    Registered
    Jun 2003
    Location
    not in the Playboy Manor =(
    Posts
    3,174
    TEXTURE ALIGNMENT!!! jk

    Sizewise that looks abit off, might be perspective tho?

    Normal door height 128ish, room 256ish? 16 units too fat for a door frame but thats just imo.

  24. #24
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Quote Originally Posted by Schleicher View Post
    Sizewise that looks abit off, might be perspective tho?

    Normal door height 128ish, room 256ish? 16 units too fat for a door frame but thats just imo.
    In my original drawing the ceeling was a bit higher than normal since it's suposed to be a reconstructed building, but im still experimenting with sizes. I will post an ingame screenshot later today.

    And yes, the door is not the right size yet, the door frame got out of control and im still relearning how to add working th-doors.

    It's ocurring to me now, wasnt there an option for the grid size? Maybe im using a bad grid size, there is no way I wiull be able to add the meshes I had planed with such a large grid.
    Feel the power of the

  25. #25
    Member Schleicher's Avatar
    Registered
    Jun 2003
    Location
    not in the Playboy Manor =(
    Posts
    3,174
    Ya can adjust grid size with the little dropdown field in the lower middle if thats what you mean.

    Meant standard wooden door frame. 16 is ok for a heavy set stone frame for example - again just imo, thats down to your artistic vision but i wouldnt make a standard wooden frame larger than 8 units.

  26. #26
    Member Antero90's Avatar
    Registered
    Jan 2003
    Location
    Unreal Editor 2
    Posts
    1,463
    Quote Originally Posted by Schleicher View Post
    Ya can adjust grid size with the little dropdown field in the lower middle if thats what you mean.

    Meant standard wooden door frame. 16 is ok for a heavy set stone frame for example - again just imo, thats down to your artistic vision but i wouldnt make a standard wooden frame larger than 8 units.
    Units were too hight, setting the drid to 1 unit really unlocked the poer to make all sorts of slimm stuff. I was able to create a muhc cleaner door way wiith no trouble.

    There will be no updates during the next days. I will be out for personal reasons, once I get back and do more substancial advances I will post them here.
    Feel the power of the

  27. #27
    Super Moderator BiG_D's Avatar
    Registered
    Jan 2003
    Location
    Inches above the ban button
    Posts
    4,064
    You're going to anger the goblin with gridsize like that...
    It's not my fault everything you like is terrible.

  28. #28
    Member Schleicher's Avatar
    Registered
    Jun 2003
    Location
    not in the Playboy Manor =(
    Posts
    3,174
    MULTIPLES OF TWO MULTIPLES OF AAAUUUEEEEIII *chompy noises*

  29. #29
    Member Gaelwyhn's Avatar
    Registered
    Jul 2010
    Location
    United States, North America
    Posts
    36
    Quote Originally Posted by Schleicher View Post
    16 units too fat for a door frame but thats just imo.
    Are you sure? I'm used to making door frames at 32u. And the doors at 16u.
    Loot - That's what I want and that's what I'll have. I'll get what I want because I know how to get it.

  30. #30
    Member Schleicher's Avatar
    Registered
    Jun 2003
    Location
    not in the Playboy Manor =(
    Posts
    3,174
    A player is about 64x64 wide and depth and 128 high. If you port that 32 over to reality a normal doorframe would be half as thick as a person. Unless you mean like the passage thru the wall? Ugh werds, i drew something to illustrate
    Attached Images Attached Images

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Project 'RIFT'
    By Donator in forum Alien Swarm 2K4 Mapping
    Replies: 73
    Last Post: 22nd Aug 2014, 04:36 PM
  2. Th-Library
    By Edy94 in forum Thievery Mapping
    Replies: 13
    Last Post: 28th Dec 2010, 09:35 PM
  3. Project Offset!
    By Sexual.Sam in forum Community Chat
    Replies: 10
    Last Post: 22nd Apr 2007, 07:06 PM
  4. The 30-Second Bunnies Theatre Library...
    By Ki!ler-Mk1 in forum Community Chat
    Replies: 10
    Last Post: 24th Nov 2005, 12:38 PM
  5. Need help for TH-Library
    By Antero90 in forum Nightblade Discussion
    Replies: 2
    Last Post: 23rd Jul 2004, 07:13 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •