Isn't it obvious that a large amount of this map is composed of decompiled BSPs of city17?
why did you have to recreate from scratch...? You couldve saved that time and energy to make more buildings enterables for instance and still credit valve for the streets and station parts youve copied
[QUOTE=441boy441;42090410]He is putting up lies to get me down because we used to work together, he used to teach me.
In the begin I decompiled the maps and pasted them together, I couldn't even compile the map on full, 20-14 told me to recreate it from scratch in order to fix it and so I did, with his help but he backed out after a week and left dan22 and I alone.
We continued the "2nd Project" as we call it, build the map without taking parts from valve's maps.
I got to admit that I did use some assets from the apartment building they used in hl2 into my 2nd project but that's it.
Proof of rebuild.
1st C17 project (Used decompiled parts and stuff): [url]http://imgur.com/a/0LWUs#0[/url]
2nd C17 project (Not using the decompiled stuff, completely recreated.): [url]http://imgur.com/a/Vy5Jg#0[/url][/QUOTE]
If that is true, why are you so against decompiling, especially if its just for personal use.
Though the last person who asked me for permission to deomcpile one of my maps got the vmf to play with, along with a note saying "go wild".
It is Lamar, that is what I am trying to say, the lighting on this map is off so much that I do not believe it was made "by hand". Light passes through solid, opaque brushes, there are double walls in the same place, some of walls are chopped (can be seen because of briht liht this map uses extensively) ect.
[QUOTE=GoldPlatinum;42090501]why did you have to recreate from scratch...? You couldve saved that time and energy to make more buildings enterables for instance and still credit valve for the streets and station parts youve copied[/QUOTE]
The map couldn't be compiled on "Full" or "Final" only on "Fast" which made the map ugly as hell and buildings were disappearing, the side effect of using decompiled parts.
I learned from my mistakes.
[QUOTE=IronPhoenix;42090529]If that is true, why are you so against decompiling, especially if its just for personal use.
Though the last person who asked me for permission to deomcpile one of my maps got the vmf to play with, along with a note saying "go wild".[/QUOTE]
If it's for personal use then go ahead, for learning/education purposes it's fine as well.
It just doesn't feel right when you know people are "looking through" your work if you know what I mean.
For example if I look through the files you have on your pc, even though there might not be stuff that you don't me to see, it still feels weird, right?
I really hope you understand..
[QUOTE=441boy441;42090410][B]He is putting up lies[/B] to get me down because we used to work together, he used to teach me.
In the begin I decompiled the maps and pasted them together, I couldn't even compile the map on full, 20-14 told me to recreate it from scratch in order to fix it and so I did, with his help but he backed out after a week and left dan22 and I alone.
We continued the "2nd Project" as we call it, build the map without taking parts from valve's maps.
[B]I got to admit that I did use some assets from the apartment building they used in hl2 into my 2nd project but that's it.[/B]
Proof of rebuild.
1st C17 project (Used decompiled parts and stuff): [url]http://imgur.com/a/0LWUs#0[/url]
2nd C17 project (Not using the decompiled stuff, completely recreated.): [url]http://imgur.com/a/Vy5Jg#0[/url][/QUOTE]
To fattened text I object. Also some facts and screens coming.
I backed out after being treated like sh*t and pushed around while being in the hospital after an accident of which I told you. That aside, I am re-downoading the map and now I'll run around with wireframe on to clean my name after being called a "liar". Screenshots :
Look at the beauty of pink lines sir. From what I know, pink lines show world brush wireframe, this wall is the only one that was rendered.
[IMG]http://cloud-2.steampowered.com/ugc/600391697167545332/97DA32E8CC309E375472967BA70475E186FB0ABE/[/IMG]
[IMG]http://cloud-3.steampowered.com/ugc/600391697167539842/2E29500F65B5A6D06E3763D10ADDCEA5F07CDCAF/[/IMG]
Brush puzzles, lovely. I bet that your plan was to make the part of "your wall" with more than 1-2 brushes, so you use 10. Logic.
[B]I don't want to argue here or create soap operas here, just understand that I know what you did there, instead of calling me a liar, which hurts my soul, just prove me wrong :/[/B]
[QUOTE=20-14;42090762]To fattened text I object. Also some facts and screens coming.
I backed out after being treated like sh*t and pushed around while being in the hospital after an accident of which I told you. That aside, I am re-downoading the map and now I'll run around with wireframe on to clean my name after being called a "liar". Screenshots :
Look at the beauty of pink lines sir.
[IMG]http://cloud-2.steampowered.com/ugc/600391697167545332/97DA32E8CC309E375472967BA70475E186FB0ABE/[/IMG]
[IMG]http://cloud-3.steampowered.com/ugc/600391697167539842/2E29500F65B5A6D06E3763D10ADDCEA5F07CDCAF/[/IMG]
Brush puzzles, lovely. I bet that your plan was to make the part of "your wall" with more than 1-2 brushes, so you use 10. Logic.
[B]I don't want to argue here or create soap operas here, just understand that I know what you did there, instead of calling me a liar, which hurts my soul, just prove me wrong :/[/B][/QUOTE]
Are you kidding me?
[IMG]http://i.imgur.com/doj0RxD.jpg[/IMG]
[IMG]http://i.imgur.com/svuuMgG.jpg[/IMG]
I am very glad you fixed it, now move on to the next parts of your map and make it look good. Good luck.
[QUOTE=20-14;42090902]I am very glad you fixed it, now move on to the next parts of your map and make it look good. Good luck.[/QUOTE]
Really....
You posted your post way after my last map save, stop lying and hating, go waste your time on something else.
[IMG]http://i.imgur.com/oTKfNuh.png[/IMG]
I meant V.145 sir. The one which is released on Gamebanana, workshop is not working for me unfortunately.
Edit : Oh, is this is the decompiled part you fixed in v146 :D ?
[QUOTE=20-14;42090961]I meant V.145 sir. The one which is released on Gamebanana, workshop is not working for me unfortunately.[/QUOTE]
Ah I see what you are doing, you are just trying to gather posts this way.
Anyway, here you go: [media]http://www.youtube.com/watch?v=aWZgTV2EUf4[/media]
[QUOTE=441boy441;42091085]Ah I see what you are doing, you are just trying to gather posts as well.
Anyway, here you go: [media]http://www.youtube.com/watch?v=aWZgTV2EUf4[/media][/QUOTE]
Yeah, that's why I use Edit tool, to gain posts, genius :D
I decompiled V145 of your map, a well guarded one, anti vmex one ;o !
Also I found another pillar, made out of 3 brushes, aka typical brush chopping done by decompilers :/
[IMG]http://i.imgur.com/4IPQNuI.png[/IMG]
Nothing special, just some door
[IMG]http://i.imgur.com/DnCRmCQ.png[/IMG]
And suddenly, door sides use this texture, on face which cannot be seen by a player. Textures don't change themselves like that unless you decompile the map.
[IMG]http://i.imgur.com/6dcRQnX.jpg[/IMG]
Lest I forget : [IMG]http://i.imgur.com/Q21I6xV.png[/IMG]
If anyone wants the vmf, contant me - stricte EDUCATIONAL as said above.
[QUOTE=20-14;42091154]Yeah, that's why I use Edit tool, to gain posts, genius :D
I decompiled V145 of your map, a well guarded one, anti vmex one ;o !
Also I found another pillar, made out of 3 brushes, aka typical brush chopping done by decompilers :/
[IMG]http://i.imgur.com/4IPQNuI.png[/IMG]
Nothing special, just some door
[IMG]http://i.imgur.com/DnCRmCQ.png[/IMG]
And suddenly, door sides use this texture, on face which cannot be seen by a player. Textures don't change themselves like that unless you decompile the map.
[IMG]http://i.imgur.com/6dcRQnX.jpg[/IMG]
Lest I forget : [IMG]http://i.imgur.com/Q21I6xV.png[/IMG][/QUOTE]
That's what you get for decompiling my map.
No .vmf was ever released after the day you left us.
So you obviously have a decompiled build 145 overthere.
These things are on your screen, not on mine, can't help it if I can't proof it, it's the way it is.
I'm not even going to reply anymore, this is pointless, you are obviously a troll.
The thing is that when I decompile the map I see the mistakes which are also visible in Gmod, as I said earlier, light going through brushes, opaque ones, this would NOT happen if the map :
A) Wasn't decompiled
B) Was compiled on normal settings
You can ofc go ahead and offend me but I am hardly touched :/ Feel free to disagree, I was just trying to help you with the video.
The video I posted earlier was nothing else but your map, V.145, showing all weird bugs, lightin fails, brush failures, leaks even, that itself is enough evidence, sorry D:
[QUOTE=20-14;42091345]The thing is that when I decompile the map I see the mistakes which are also visible in Gmod, as I said earlier, light going through brushes, opaque ones, this would NOT happen if the map :
A) Wasn't decompiled
B) Was compiled on normal settings
You can ofc go ahead and offend me but I am hardly touched :/ Feel free to disagree, I was just trying to help you with the video.
The video I posted earlier was nothing else but your map, V.145, showing all weird bugs, lightin fails, brush failures, leaks even, that itself is enough evidence, sorry D:[/QUOTE]
FYI, the map is compiled on -final with HDR.
Edit: And please, stop acting like you do care or give a *
[IMG]http://i.imgur.com/6MPtCks.png[/IMG]
[IMG]http://i.imgur.com/xkSRwdv.png[/IMG]
[IMG]http://i.imgur.com/XLYzjzz.jpg[/IMG]
[IMG]http://i.imgur.com/URcHpH6.png[/IMG]
And
[IMG]http://i.imgur.com/BFUjjSs.jpg[/IMG] - aka windows which never were.
-final ? :/
Wait so you decompiled his map and are trying to say the things that make it look decompiled are from him and not your decompiler?
[QUOTE=20-14;42091497][IMG]http://i.imgur.com/6MPtCks.png[/IMG]
[IMG]http://i.imgur.com/xkSRwdv.png[/IMG]
[IMG]http://i.imgur.com/XLYzjzz.jpg[/IMG]
[IMG]http://i.imgur.com/URcHpH6.png[/IMG]
And
[IMG]http://i.imgur.com/BFUjjSs.jpg[/IMG] - aka windows which never were.
-final ? :/[/QUOTE]
It's an open beta, compiled on -final settings, the compiling time doesn't take longer than a hour, because I didn't use decompiled parts.
[QUOTE=matt000024;42091511]Wait so you decompiled his map and are trying to say the things that make it look decompiled are from him and not your decompiler?[/QUOTE]
Exactly, and all because he hates me. (Because of previous argues we had in life or some stuff like that, whatever his reason is.)
I just do not believe that such abomination, aka current state of this map could be compiled on final. Such bugs whether when using -final or -fast just never occured to me (and that means it should happen to no one).
@matt, I can't really say if it is because of file's "defense" or something else, every map I decompiled earlier was not as buggy as C17.
Can someone just ban 20-14? He's a obvious troll...
A troll who took the time to make 129 screenshots of in-game footage, combined it together, sent on YT so creator could see it and repair the mapping mistakes, not to mention the info I put in vid's description.
Sorry for being informative :c
[QUOTE=20-14;42091935]A troll who took the time to make 129 screenshots of in-game footage, combined it together, sent on YT so creator could see it and repair the mapping mistakes, not to mention the info I put in vid's description.
Sorry for being informative :c[/QUOTE]
Unfortunately, some people do get very defensive when given honest criticism. Sometimes you can only do so much then walk away. You have given his a ton of images of things to work on, i guess we just wait to see if he bothers to fix any of it.
I doubt it but.. on the other hand what do I know :v Looks like the light bugs will be fun and time consuming things to repair, hyh.
This thread seems very similar to a recent one where someone had apparently remade the entirety of downtownv2.
It looks as if it is just an amalgamation of parts of HL2 maps judging by the original screenshots, plus some original stuff (the sewer tunnels look alright)
Fair enough if it is a work in progress/beta, but take the criticism about the lighting bugs and fix it, instead of assuming people hate you.
[QUOTE=Wigbig;42101574]This thread seems very similar to a recent one where someone had apparently remade the entirety of downtownv2.
It looks as if it is just an amalgamation of parts of HL2 maps judging by the original screenshots, plus some original stuff (the sewer tunnels look alright)
Fair enough if it is a work in progress/beta, but take the criticism about the lighting bugs and fix it, instead of assuming people hate you.[/QUOTE]
The bugs that he reported are legit, it's just the lies that made me realize that he still hates me from the day he removed me from his friendlist.
Anyway, It's still open beta and I have been aware of the lighting bugs before and am still trying to fix it.
Plus, this build (145) was the first one actually compiled using HDR, this is why the lighting is not correctly set yet.
It's always better to have a map with HDR, colors look more vivid, less boring, at least for me. The problem with your map is the fact that you either use the brightness value at the number that's way too high or simply bright colors, or compilation of both. light_environment itself is very bright and HDR has nothing to do with it. And damn, I hate teal coloured light at random places.
Edit : Instead of using teal/aqua colors everywhere in nexus (RGB 0 255 128 - I am certain) use some cooler yet deeper colors :
The map uses bright orange and teal while in my opinion (which may or may not matter here) using other colors would make a better benefit :
Blue colors I'd use carefully, if they are too dark either increase the brightness of the light entity or the color itself.
I often use blue in areas which are hi-tech, some versions I use when I see bright textures such as combine monitor on models like combine consoles or screens, then I add the light nearby (or fix things in lights.rad to make the texture emit light)
I don't use orange much. Mostly in scenarios when I need the scenery to look warm or if the lamps or other models are covered with light orange texture, then I place the orange light nearby and tweak it not to look too bright.
Olive/green color is fun to play with though I use it very rarely. Sick environment ? Radioactive stuff ? ect.
Red I use near the red lamp model, scale it down so the light does not travel farther than 32-48 units.
Blerb.
(color images were deleted :v)
There will be a new update this week, to Build 150.
The map is looking great, Can't wait for the next version!
UPDATE
The upcoming build: 150!
I am sorry if the first in-game impression was not as good as you thought it would have been.
Build 145 shouldn't have been released, it was broken/glitched, rushed and used untested HDR lighting...
I hope to set that right with this build.
Please, enjoy:
[media]http://www.youtube.com/watch?v=iHlGqTzQ5zA[/media]
Did you fix all the bugs 20-14 listed? Also It looks like you didn't compile with -staticproplighting and -staticproppolys and -textureshadows :(
They REALLY help the map out a lot.
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