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adition request DM-2k4-Psycho Asylum  XML
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Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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its done i have finished dm.psycho-asylum-2k4
download here
http://www.fpsbanana.com/maps/120040

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Jefe

Godlike
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Joined: 11/05/2008 22:52:53
Messages: 361
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Warning: Failed to load 'Pyscho': Can't find file for package 'Pyscho'
Warning: Failed to load 'C:\Documents and Settings\Jeff\Desktop\DM-psychoAsylum-2k4.ut2': Can't find file for package 'Pyscho'
Warning: Failed to load 'Level None.MyLevel': Can't find file for package 'Pyscho' 


It's missing a package, "psycho" which I assume is a texture file. It also seemed to be accessing textures from the Unreal1 mod when I tried to open it in the editor. If you converted stock UT/unreal assets yourself (via the conversion program,) make sure you rename the files or add them to myLevel to prevent possible (in this case highly likely) file name conflicts.

Map looks pretty good from the screenshots, though some of textures look like they are too low res by ut2004 standards. I'd suggest adding some of the stock detail textures and maybe making some shaders with those textures so they look better.

Was the conversion pretty straight forward by the way? I know that program is buggy as heck.

The new DC server:
Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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actually is quite buggy, i had to run the program in a diferent computer.. yea i have seen what you mean from the texture package i have been trying to ask permision to the owner to change textures and make it with better textures however the "flow" of the map is really good still i have issues with the ammo placement ( God knows im not a good maper, but heck i wont give up) now can u help me with the texture package to put it with the map?
the program gave me a texture package however i thing is tooo big around 32mb or so but in the map only few texture were used... i belive i can make the texture package lighter

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Jefe

Godlike
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Joined: 11/05/2008 22:52:53
Messages: 361
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Send me the texture files and I'll see what I can do. I've never played the map in question, but it looks interesting so I wouldn't mind collaborating on it. The lighting looks like it could use some work too. Probably would be best to upload the files to filefront or mediafire or something. Or if you use xfire you can just transfer them to me directly.

The new DC server:
Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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ok lets do this, i will upload the texture file. you can test it, and if i can work with the lights .. fine?

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Thè-Hättêr

Wicked Sick!
[Avatar]

Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline

http://www.mediafire.com/?xzjkmnjzn2m

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Jefe

Godlike
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Joined: 11/05/2008 22:52:53
Messages: 361
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Ok, I was able to open the map from the editor this time. It's still missing textures from two of the stock texture UT99 packages, crypt2 and city. If you can get me your version of both of those packages it will be easier for me. It's also still pulling textures from the Unreal 1 mod, but that's not a problem as I can transfer those from to myLevel as well.


I also played the UT99 version a bit, seemed pretty fun. The original had jump boots, I can pull the UT2004 version from another map. There were other powerups that don't exist in UT2004, you could try using some of multiadren I used from DGunreal's mutator as an option. I haven't played it in depth yet, but the map probably could benefit from some weapon/ammo changes. The lighting also seems fine now that I've seem the level in action.

The new DC server:
Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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TOLD YOU that map was quite good and i do feel it could be a nice adition not only to DC but to any other server

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Thè-Hättêr

Wicked Sick!
[Avatar]

Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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ok here is crypt2 and city from ut99
http://www.mediafire.com/?dm32kirwizi

and here is crypt2 and city from ut2k4
http://www.mediafire.com/?1nmqjtm53mc

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Jefe

Godlike
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Joined: 11/05/2008 22:52:53
Messages: 361
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I managed to fix most of the texture issues and add detail textures. I was surprised to learn that UT2004 *can* use UT99 textures natively, which I realized looking at the creation dates of the textures you sent me.

Here's a list of changes:

*All textures called from UT packages and psycho.utx moved to myLevel.
*Detail textures added where appropriate.
*Removed a great many textures that were applied to BSP but unseen. This reduced the variety of textures called for by around half. (this was caused by the author changing his texture choice several times in development, and as far as I know, there wasn't an easy way to completely clear textures in UT99 or an "in use" filter.)
*Replaced a few minor textures that only appeared on one or two inconspicuous surfaces with other textures from the map.
*Somehow the textures on the vertical columns got changed from a rusty brown texture to a blue texture in your version. I restored the texture to the same as the original map, but textures became misaligned, I assume as a result of the change to the blue texture.
*Fixed transparency on most textures that originally had it. The exception is the cloud texture (which now pans properly at least.)
*Fixed texture alignment on the tables in the map (the original author didn't align them properly.)
*Fixed coronas one-by-one (which called for UT99 textures) and tried to make them more consistent in color. This still needs work.
*Added jump boots, power adren, and moved some pickups. Map flow still needs work.
*Pathed several jump spots (Make sure you create a forced path to your jumpspots from other pathnodes or bots will not use them.)
*Added blocking volumes in a few places.
*Changed flickering lights (which do not work in this engine) to standard lights.
*Fixed the section that originally had a water volume. For some reason a floor texture had been applied where the water was. Added ambient dripping sounds like the original.
*Added level preview screenshot sequence.


What still needs work:

Pickup placement. The original map seemed to have a good balance, but some weapons didn't make the conversion (like the chainsaw and ripper.) I added pickups in a few places that seemed too empty, but the overall balance of the map still doesn't seem quite right for standard DM play. Lighting could be more consistent; some areas are too brightly lit for their light sources, and color use is practically random. Texture alignment could be better in many places, particularly the pillars I noted. The map could use more ambient sounds, and some emitters near the shower would look nice. Restoring the rotating fans on the ceiling would also look good.

You can choose to release the map as is, but I think the map could really shine if you work on it some more. Here's the link for what I've done:

http://www.filefront.com/15194721/DM-Psycho-Asylum-UT2004.zip (file removed)

Edit - my final version:
http://www.filefront.com/15293331/DM-Psycho-Asylum-UT2004-B3.zip

If you continue working on the map, use RBG8 lightmap compression. It looks much better than DXT3 (the default.)

The new DC server:
Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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i will work on it, i have few ideas for the map, and i will put some major effort to make it shine, after all i hope druid accept the map

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
Jefe

Godlike
[Avatar]

Joined: 11/05/2008 22:52:53
Messages: 361
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One other thing I'd suggest is moving psycho.utx and all of the UT99 textures out of your texture directory, just to ensure that none are being used.

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Ryuxen

Rampage

Joined: 10/08/2009 09:10:26
Messages: 131
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Wow a nice map!!

My engineer wants to make new bases and sentinels in that map!

Looks fun!
Jefe

Godlike
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Joined: 11/05/2008 22:52:53
Messages: 361
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I was playing the map a bit and I saw a couple of things that need fixing in the build I uploaded. Nothing major, all should be easy for you to fix as you work on the map.

Missing texture on ledge (near grenade launcher)
Small BSP hole on steps near rocket launcher
Something odd going on with the water layer's reflection. (there is still a bsp layer there that may have that texture applied and that might be showing the texture twice. Change it to invisible or remove the BSP to fix if that is the issue.)
The bots use the jump boots and try to get to the DD, but they keep getting stuck on the roof truss right in front. I'd suggest putting a blocking volume there, in between the trusses so when a bot or player hits the roof, they'll just slide to the DD rather than being stopped.

The new DC server:
Thè-Hättêr

Wicked Sick!
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Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
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i got the BSP holes ( they where 2 of them) solved
water reflection im working on
blocking volume for DD solved

but i cant find the missing texture

"Only a few find the way, some don't recognise it when they do, some don't ever want to."

Cheshire, The Cat


Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.


HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--

thanks road

working on a new skill please support and advice would be great
[MSN]
 
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