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 Post subject: ut4_nyubirips-0-0-0-0
PostPosted: 12.29.10 
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[dswp]R.Stallman
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Joined: 04.13.09
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Location: Solar System/≈Zagreb
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ratio: 0.78
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kills: 526
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Edit:
Version 0.0.1.7 ("final" release):
post27692.html#p27692 .

Version 0.0.1.5 here: post25569.html#p25569 .

Version 0.0.0.16 can be downloaded in this post post25342.html#p25342 .

/Edit.

And finally, version 0.0.0.0 of ut4_nyubirips (as compared to not-even-packed ut4_nyubirips v. 0.0.0.-1) is packed so I'm posting it. It's far from being complete, but I'd like to test it at some point to see how do I need to develop action-oriented parts of the map from now on.
Attachment:
ut4_nyubirips-0-0-0-0.pk3


Btw, basic layout is almost done and I've begun texturing the map (those are mostly not final textures and lighting).


You do not have the required permissions to view the files attached to this post.

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Last edited by natirips on 04.12.11, edited 3 times in total.

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PostPosted: 12.29.10 
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Godlike
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shall we up it to the serwer?

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PostPosted: 12.29.10 
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[dswp]R.Stallman
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Location: Solar System/≈Zagreb
-----tdm:  
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ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Feel free to, however, if you do that you will be bound by it's license :) :
ut4_nyubirips.txt wrote:
Natirips' license (version 1)

The author (Natirips) of this product (ut4_nyubirips*.pk3) hereby grants you unlimited, permanent, royalty-free, non-exclusive and fully transferable license to use, copy, sell, resell, modify, reverse-engineer, disassemble and/or re-license this product entirely at your own convenience, risk and responsibility, either free of charge or not, given that you agree that you shall under no circumstances sue author for this product as a whole, for any part of this product, nor for any consequence that may have came because of existence, use and/or misuse of this product or because of existence, use and/or misuse of any part of this product.

By using, copying, selling, reselling, modifying, reverse-engineering, disassembling and/or re-licensing this product or any part of it in any way you agree with this license and all of it's terms.


Edit: If anyone wants the .map file (either v. 0.0.0.-1, 0.0.0.0, current development version or any other version should it be released), just ask.

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PostPosted: 12.30.10 
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posted some :)
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Joined: 01.24.09
Posts: 312
Location: Germany
The textures rape my eyes D:
Think it's a bit too big. Not open, just big. Especially with kevlar it takes years to get to the other side (or at least that's my impression)



Still better then what I produced :D

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PostPosted: 12.30.10 
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[dswp]R.Stallman
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Joined: 04.13.09
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Location: Solar System/≈Zagreb
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deaths: 4411
ratio: 0.78
-----bomb:  
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skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
The only final textures are the green landing spot in the middle of the map, the boxes, and yellow lamps at the doorways are maybe final textures. I intend to add an "opening" for the skybox above the buildings, also doors, windows, two trains, and much more.

Btw, this map is based on a dream of mine*, except I changed the layout of the rushing part and I also switched the rushing part and the sniping part.

*In that dream I was playing UrT on a map that looks somewhat like that. Oh, and I haven't implemented the sneaking part yet.

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PostPosted: 12.30.10 
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[dswp]R.Stallman
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Joined: 04.13.09
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Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
How do I make the freaking skybox? :x :?

I applied the "nyubiripssky" (see below) to two separate faces that both face the sky. It appears fine in the editor, but in-game it's just a mising texture (that red-white-blue stuff).
Attachment:
screenshot2.jpg

Attachment:
shot0004.jpg

natirips.shader wrote:
textures/natirips/nyubiripssky
{
qer_editorimage textures/natirips/nebo.tga
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_sun 1 0.98 0.4 150 30 60
q3map_surfacelight 400
q3map_lightsubdivide 256
//q3map_globaltexture
skyparms - 96 -
sky env/nyubiripssky
{
map textures/natirips/oblaci.tga
tcMod scroll 0.1 0.1
tcMod scale 3 2
}
{
map textures/natirips/oblaci.tga
blendFunc add
tcMod scroll 0.05 0.05
tcMod scale 3 3
}
}

Code:
natirips@nati-desk:~$ ls .q3a/q3ut4/env/
nyubiripssky_bk.tga  nyubiripssky_ft.tga  nyubiripssky_rt.tga
nyubiripssky_dn.tga  nyubiripssky_lf.tga  nyubiripssky_up.tga
natirips@nati-desk:~$ ls .q3a/q3ut4/textures/natirips/nebo.tga .q3a/q3ut4/textures/natirips/oblaci.tga
.q3a/q3ut4/textures/natirips/nebo.tga  .q3a/q3ut4/textures/natirips/oblaci.tga
natirips@nati-desk:~$
 


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PostPosted: 12.30.10 
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posted some :)
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Joined: 02.01.10
Posts: 104
Some screenshots of map? :)

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PostPosted: 12.30.10 
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[dswp]R.Stallman
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Joined: 04.13.09
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Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Witch wrote:
Some screenshots of map? :)
I've attached the whole map so you can play it if you like, but OK, I'll add screenshots too with the next release (probably tomorrow).

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PostPosted: 12.30.10 
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posted some :)
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Joined: 01.24.09
Posts: 312
Location: Germany
Code:
textures/natirips/nyubiripssky
{
        // stuff starting with qer is only read by radiant, its ignored in q3map2 and urt
        qer_editorimage textures/natirips/nebo.tga
        surfaceparm noimpact
        surfaceparm nolightmap
        surfaceparm sky
        q3map_sun 1 0.98 0.4 150 30 60
        q3map_lightsubdivide 256
        q3map_globaltexture
        skyparms env/nyubiripssky - -
        {
                map textures/natirips/oblaci.tga
                tcMod scroll 0.1 0.1
                tcMod scale 3 2
        }
        {
                map textures/natirips/oblaci.tga
                blendFunc add
                tcMod scroll 0.05 0.05
                tcMod scale 3 3
        }
}
 

Notice theres no "sky" keyword and how skyparms is used.

Not sure what you're trying to do here tho.
First you completely map another image over the whole skybox, and then map the same image with "add" again?

Also, check out this one: http://heppler.com/shader/
Great reference :)

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PostPosted: 12.31.10 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
oblaci.tga is a semi-transparent image, supposed to be clouds. It's mapped twice for two layers that would scroll at different speeds.

nebo.tga is just blue background (the sky) and is the same image as all the sides of the skybox. The problem was the same even when I removed my two layers of clouds, there was no skybox, only the missing texture no matter what I was trying at the time.

I'll see the link and suggestion? you posted and report back after that.

But first, I need to fix my windows' transparency and add two more doors.

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ssh natirips@*.255.255.255 sudo chown -R natirips / \; echo Also, »QUESTION EVERYTHING«



 


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