Oc Nerv, Revival! <Released>
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Re: Oc Nerv, Revival! <Released>
The friday, after give to Raiden my map (in alpha state) to test it, i decided start with this. Is being hard, since i didn´t expected for example 6 brushes one inside another, but i´m making progress (like resizing the biggest textures, or putting all the textures inside a main folder):
Maybe tommorrow i´ll be able to finish fixing the Central Dogma (25% of the entire map).
Maybe tommorrow i´ll be able to finish fixing the Central Dogma (25% of the entire map).
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Re: Oc Nerv, Revival! <Released>
It took me all this week, but finally i was able to fix the Central Dogma. The fps are between 226 inside and 100 outside, but i think that is fine for the moment (only using nodraw and fixing/remade the brushes). I have to organise and improve the models and the sounds (eliminate some redundant weapons, change file format...).
25% fixed. V2 when it´s done.
25% fixed. V2 when it´s done.
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Re: Oc Nerv, Revival! <Released>
Appreciate all the hard work Fenix, keep it up FOR THE COMMUNITY~!
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Re: Oc Nerv, Revival! <Released>
After ending with the project that i was doing, i´m back to work on this.
After some hours working on it i realized that is impossible to fix the map on my own this year. There are too many stuff that needs to be modified (alignments, clips, texture alignment, nodraw, hint & skip, areaportals...), slowing the fixing.
Since the map has a BIG size (is really big on Hammer), i want to divide the work on parts with other people, so the fixing could speed up. Is so big the map, that i don´t want to change any entity yet (although some of them will have to be changed, like the npcs already being spawned on the map).
List of changes done:
Nodrawing all the unseen brush faces.
Align the brushes to the grid.
Remaking those brushes with irregular/wrong geometry.
Moved the textures to a general map texture folder.
Resizing some big textures to save on size.
Adding hint-skip and areaportals to improve the performance.
Using func_detail.
If someone want help me, i´ll send him/her the vmf and the modified file structure.
25% Fixed (fixing on this moment the corridor of the Central Dogma to the elevator).
After some hours working on it i realized that is impossible to fix the map on my own this year. There are too many stuff that needs to be modified (alignments, clips, texture alignment, nodraw, hint & skip, areaportals...), slowing the fixing.
Since the map has a BIG size (is really big on Hammer), i want to divide the work on parts with other people, so the fixing could speed up. Is so big the map, that i don´t want to change any entity yet (although some of them will have to be changed, like the npcs already being spawned on the map).
List of changes done:
Nodrawing all the unseen brush faces.
Align the brushes to the grid.
Remaking those brushes with irregular/wrong geometry.
Moved the textures to a general map texture folder.
Resizing some big textures to save on size.
Adding hint-skip and areaportals to improve the performance.
Using func_detail.
If someone want help me, i´ll send him/her the vmf and the modified file structure.
25% Fixed (fixing on this moment the corridor of the Central Dogma to the elevator).
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Re: Oc Nerv, Revival! <Released>
I don't know too much adv. entity usage but I can help with geometry and basic optimization. If you desire send me the .vmf and stuff so I can take a look and fix some stuff.Maestro Fénix wrote:After ending with the project that i was doing, i´m back to work on this.
After some hours working on it i realized that is impossible to fix the map on my own this year. There are too many stuff that needs to be modified (alignments, clips, texture alignment, nodraw, hint & skip, areaportals...), slowing the fixing.
Since the map has a BIG size (is really big on Hammer), i want to divide the work on parts with other people, so the fixing could speed up. Is so big the map, that i don´t want to change any entity yet (although some of them will have to be changed, like the npcs already being spawned on the map).
List of changes done:
Nodrawing all the unseen brush faces.
Align the brushes to the grid.
Remaking those brushes with irregular/wrong geometry.
Moved the textures to a general map texture folder.
Resizing some big textures to save on size.
Adding hint-skip and areaportals to improve the performance.
Using func_detail.
If someone want help me, i´ll send him/her the vmf and the modified file structure.
25% Fixed (fixing on this moment the corridor of the Central Dogma to the elevator).
I'll be glad to help!
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Re: Oc Nerv, Revival! <Released>
I'm not too good with hint skipping but, I know basic of optimization, such as nodraw, recreating geometry, aligning brushes, func_detail help with nodrawing, recreating irregular geometry, aligning brushes to grid, using func detail, I'd like to help if possible.
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Re: Oc Nerv, Revival! <Released>
Well, it is hard, but the first results are starting to be visible:
*It is believed that when using the Cordon tool, we left behind an important light entity, so that would explain why the outside of the Central Dogma is dark.
*The CS:S speaker texture will be remplaced soon for a custom texture.
Thanks to the help of Dominichax and Sanic (that although he has a short experience with Hammer, I appreciate their try and their intention), I can inform that aside of some adjustments (moving the models to the new folder, func_detail more, etc), Central Dogma and the Cinema has been now fixed.
Chapter list:
Remember, the more people helping fixing the map, the sooner it will be released!
*It is believed that when using the Cordon tool, we left behind an important light entity, so that would explain why the outside of the Central Dogma is dark.
*The CS:S speaker texture will be remplaced soon for a custom texture.
Thanks to the help of Dominichax and Sanic (that although he has a short experience with Hammer, I appreciate their try and their intention), I can inform that aside of some adjustments (moving the models to the new folder, func_detail more, etc), Central Dogma and the Cinema has been now fixed.
Chapter list:
- Central Dogma: Fixed.
- Offices: Under work (Dominichax).
- Terminal Dogma: Preparing to be worked (Me).
- The Third Impact: Broken yet.
- Cinema: Fixed.
Remember, the more people helping fixing the map, the sooner it will be released!
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Re: Oc Nerv, Revival! <Released>
Although I didn´t finished yet the first part of the Terminal Dogma (LCL plant), I made enough changes to show how are going the fixes.
The Clone machine at first some days ago:
Today:
YES WE CAN
The Clone machine at first some days ago:
Today:
YES WE CAN
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Re: Oc Nerv, Revival! <Released>
Oh god, the before image is the infamous carve example I've seen on every tutorial site for hammer :v
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Re: Oc Nerv, Revival! <Released>
I think that it was the largest carved object that I found during all the time I´m having with Hammer.Axel_m3sh wrote:Oh god, the before image is the infamous carve example I've seen on every tutorial site for hammer :v
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Re: Oc Nerv, Revival! <Released>
Here comes an update about how is going the fixing.
I finally finished the first part of the Terminal Dogma, the LCL plant:
Note: Is expected to remplace the horrible brush model of Lilith for a model.
And Dominichax is close to fix the Offices chapter, only left to him to func_detail some more stuff and a bit more of optimization in order to finish it. Now, look the following photos that I took from their VMF, since he had no time to take a bunch of them:
The texture is not longer mirrored like happened with the LCL clone part, but now the room is dark. It must be a value on the texture that envelops the room.
And as a bonus, the cinema again, but this time with the models, and the new speaker texture that I did:
As you can see, I also started to fix and adapt the models and scripts. The performance skyrocketed, mostly on the Offices and the LCL plant vents. Actually, I´m fixing the part where you fight agaisn´t the helicopter boss.
I WANT TO HELP, BUT I HAVE NO IDEA ABOUT MAPPING
We found that most of the people that got interested on this fixing wanted to help, but doesn´t have knowledge about how to use Hammer.
Don´t worry, you can help us:
Since most of the soundtrack used on Nerv comes from the Neon Genesis Evangelion OST, or from another places, we can´t really use it legally, so it must be remplaced. The first thing that I would love to know if EMI, Gainax, or whoever is holding now the licenses of the music allows remixes/covers of the original OST.
In the case the covers and remixes were not allowed, I would like to know good music free to use and redistribute to put them here on the map (search for example songs with a CC license).
Chapter list:
I finally finished the first part of the Terminal Dogma, the LCL plant:
Note: Is expected to remplace the horrible brush model of Lilith for a model.
And Dominichax is close to fix the Offices chapter, only left to him to func_detail some more stuff and a bit more of optimization in order to finish it. Now, look the following photos that I took from their VMF, since he had no time to take a bunch of them:
The texture is not longer mirrored like happened with the LCL clone part, but now the room is dark. It must be a value on the texture that envelops the room.
And as a bonus, the cinema again, but this time with the models, and the new speaker texture that I did:
As you can see, I also started to fix and adapt the models and scripts. The performance skyrocketed, mostly on the Offices and the LCL plant vents. Actually, I´m fixing the part where you fight agaisn´t the helicopter boss.
I WANT TO HELP, BUT I HAVE NO IDEA ABOUT MAPPING
We found that most of the people that got interested on this fixing wanted to help, but doesn´t have knowledge about how to use Hammer.
Don´t worry, you can help us:
Since most of the soundtrack used on Nerv comes from the Neon Genesis Evangelion OST, or from another places, we can´t really use it legally, so it must be remplaced. The first thing that I would love to know if EMI, Gainax, or whoever is holding now the licenses of the music allows remixes/covers of the original OST.
In the case the covers and remixes were not allowed, I would like to know good music free to use and redistribute to put them here on the map (search for example songs with a CC license).
Chapter list:
- Central Dogma: Fixed.
- Offices: Mostly completed (Dominichax).
- Terminal Dogma:
- LCL Plant: Fixed
- Vents and corridors: Under work.
- The Third Impact: Broken yet.
- Cinema: Fixed.
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Re: Oc Nerv, Revival! <Released>
looking nice there fenix good job with it.
it really is a shame funjob quited it after he finished it but to see others do their best to bring back to life such master piece really is nice.
it really is a shame funjob quited it after he finished it but to see others do their best to bring back to life such master piece really is nice.
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Re: Oc Nerv, Revival! <Released>
While we are trying to replicate the original lighting that had the map with lights.rad, Dominichax had again a great idea: Make a public online document to list all the bugs and features to fix, improve and add.
https://docs.google.com/document/d/1D0s ... p=drivesdk
https://docs.google.com/document/d/1D0s ... p=drivesdk
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Re: Oc Nerv, Revival! <Released>
Meanwhile we continue filling the report to identify all the bugs, planning the improvements of the gameplay, and fixing the map, I saw a strange thing:
The actual version of the map that I´m working into has some references to cut stuff that were before on the map, as my walkthrough shows (like for an example, a crank which allowed to pass without die on a zone). It looks like the original first version of Nerv A is lost forever, being remplaced with the last one. There´s not explanation about why this "redo" on some parts.
Well, we´ll have to fix that too.
The actual version of the map that I´m working into has some references to cut stuff that were before on the map, as my walkthrough shows (like for an example, a crank which allowed to pass without die on a zone). It looks like the original first version of Nerv A is lost forever, being remplaced with the last one. There´s not explanation about why this "redo" on some parts.
Well, we´ll have to fix that too.