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WildWest: Poncho's Secret

More or less everything you want to know about mapping for WildWest.

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El Poncho
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Post by El Poncho » Mon Nov 14, 2011 5:21 am

I miss the happy painter, that show used to be sweet. :cry:

Good news is, his re-runs are on all the time. :wink:
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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El Poncho
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Post by El Poncho » Mon Nov 28, 2011 5:13 am

Spent some time over the long weekend working on this project. Here's a couple more screenshots, keep in mind it's no where near finished! Still need to work a lot on lighting, add a few more important buildings, and models and objects. :D

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-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Post by Ringo » Mon Nov 28, 2011 11:45 am

heh ,

gimme a brush count :) press M in radiant :)
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Poncho
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Post by El Poncho » Tue Nov 29, 2011 5:11 am

Total Brushes: 14605

Isn't like just under 33,000 the limit? I'm assuming it will be around 18,000-20,000 by the time I'm done. :?
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Post by Ringo » Fri Dec 02, 2011 11:49 pm

well i take it thats included terrain ..!
as previously posted in the "light" that will be a beast of a light get right / compile
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Poncho
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Post by El Poncho » Sat Dec 03, 2011 5:06 pm

Can a person use csg_merge to get down the brush count? Or is that not recommended? I remember hearing that csg_subtract=BAD, so...just curious about what you know of the csg_merge function.

For example, lets say I clipped a wall apart to add windows/doors or whatever, can I go back and merge some of the brushes?
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Post by Grateful Dead » Sat Dec 03, 2011 5:27 pm

Wow, looks great.

I was wondering if you were going to add smoke?

There is a pretty noticeable frame rate drop on maps with smoke in it.
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Post by Ringo » Sun Dec 04, 2011 12:46 am

[quote="El Poncho"]Can a person use csg_merge to get down the brush count? Or is that not recommended? I remember hearing that csg_subtract=BAD, so...just curious about what you know of the csg_merge function.

Answer 1 :

no, usually it adds more brushes

http://en.wikibooks.org/wiki/GtkRadiant/The_CSG_Tools

brilliant explination :)

i just usually re-design the wall :)

thats why i create buildings seperatly from the terrain @ first .. to get a descent brush count from my objects
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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Ringo
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Re: WildWest: Poncho's Secret

Post by Ringo » Tue Mar 27, 2012 8:42 pm

bumping this ! :)
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Poncho
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Re: WildWest: Poncho's Secret

Post by El Poncho » Wed Mar 28, 2012 2:01 pm

How dare you! :wink:

Is bumping this to motivate me to work on it? :D
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Re: WildWest: Poncho's Secret

Post by zivs » Wed Mar 28, 2012 6:30 pm

It sure is! :)

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Re: WildWest: Poncho's Secret

Post by Ringo » Thu May 31, 2012 9:05 am

another way to bump your map is in addition to the brushes , u might want to consider in transforming stuff into models ..

a nifty tool for this is the ET model tool . ( i use it for buildings and prularia )

http://returntocastlewolfenstein.filefr ... ld_2;99414

example , lets say u have a high brush count on some houses ( or the level of detail is accurate ) u can export that selection , save as map file ( just the selection ) and open the .map file in the model tool ..after that u can export it as MD3 , and import it again as model :)
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Poncho
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Re: WildWest: Poncho's Secret

Post by El Poncho » Fri Jun 01, 2012 8:41 pm

That would work well for a few of my buildings that you can't enter etc. In all honesty, I built a new computer and handed down my old trusty G4 mac to my younger bro. I still have all the files, but will have to reinstall everything in windows on my new computer to ever get back to finishing this.

I'll need the standalone, gtk radiant, and everything else. My copy of RTCW is a mac version and RTCW no longer runs on the newest operating system. Mac OS X Lion does not support Rosetta so a lot of my old games no longer run on my new computer.

I do have windows installed on a separate hdd, just haven't had time to play with it!
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Re: WildWest: Poncho's Secret

Post by Ringo » Sat Jun 02, 2012 7:30 am

indeed that can be used for buildings u cant enter :

there is also an ASE tool avail :D

if u need help with some files just give a shout :)
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Poncho
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Re: WildWest: Poncho's Secret

Post by El Poncho » Sun Jun 03, 2012 4:21 am

To be entirely honest, I was talked into playing some Diablo III as of late so what little free time I've had, I've been trying to make the world a better place. :wink:
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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