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Omario
01-14-2003, 11:17 AM
I took a stab at level design, its really not bad for a person who started three days ago. Take a look on bottom. Two probs though graemlins/brickwall.gif , I cant get that pink crap off, it was there before i did anything with lighting, and that blue thing on top of the capsule/pod isnt a big prob cause nobody's gonna see it. I also have the more detailed and nicely rendered version of the FRL-A6 images/icons/grin.gif . Take a look. images/icons/cool.gif I made the textures from scratch images/icons/smile.gif
sorry, i have to edit this cuase geocities wants to give me shit, go to the second pic page and jus look at the three first pics and forget the text, geo won't let me link pics from here, stupid terms of use crap...
btw, i saw those levels done by the aavaneer (or something like that) JEEZUS! Mine looks more like something that comes from the half-life level builder. I'll get better. Click here...DAMMIT! (http://www.giantmax.20m.com)

[ 01-14-2003, 10:41 AM: Message edited by: Omario ]

william ford
01-14-2003, 10:40 PM
Where exactly are the pix of your level?
That pink crap is totally normal till u render it.

Omario
01-15-2003, 08:59 AM
The pix are supposed to be imbedded into the level, no?
And as for rendering, it can't , it always crashs for some reason, maybe its me, how do you render properly(like wut do my settings have to be at and what do i need to make sure of?)
btw, i redisigned the level, or at least that part of it. I'll post pics later.

Maddieman
01-15-2003, 09:22 AM
My usual post take off render checklist would be:

F6 mode -> middle click-> Set imres by normal: 3,2,1 for speed.

Space, Look mode - > Ctrl P-> Preferences:

erm...let me think...

Make sure render with exits is on, passes to about 3, and drag down the global lightmap resolution down to below 50%.

Hit r, and don't bother with a preview.

That should be it for a basic render.

Omario
01-15-2003, 11:05 AM
Thanx, but i jus needa know something, when u render, that just gives a preview image of the level or will actually give a finished version with lights and all effects etc...?

Maddieman
01-15-2003, 11:11 AM
Unless you use the preview algorithm, then that should be it.

william ford
01-15-2003, 09:59 PM
Unless you use the preview algorithm, then that should be it. <font size="2" face="Verdana, Arial">What is that thing anyway? The tutorial told me not to select it so i never have.

Maddieman
01-15-2003, 11:26 PM
It's a quick and dirty render. Unless your level is of a considerable size, and you want to test the lighting, then you probably wont need it.

Omario
01-16-2003, 08:04 AM
new problem with the AI, each time I do that AI scanning thing and my level works with the AI, but then when i try to reload the level it won't work! Does the .ai file save itself to the mpm file?

Maddieman
01-16-2003, 08:53 AM
No, the ai file saves in the same directory as the lvl file. Don't compile your mod before running it, though - test the level, and calaculate the ai before packaging it up with rasmaker.

Omario
01-16-2003, 11:24 AM
Originally posted by Maddieman:
No, the ai file saves in the same directory as the lvl file. Don't compile your mod before running it, though - test the level, and calaculate the ai before packaging it up with rasmaker. <font size="2" face="Verdana, Arial">How do u do zat? images/icons/confused.gif
images/icons/confused.gif images/icons/confused.gif

EDIt: Oh yeah, the new redesigned leve: 1 (http://giantmax.20m.com/images/1.jpg) 2 (http://giantmax.20m.com/images/2.jpg)
I know, a bit dark, gonna tackle the lighting afterwards.

[ 01-16-2003, 10:46 AM: Message edited by: Omario ]

Omario
01-16-2003, 02:35 PM
thanx man, i'll try it when i get home...

Maddieman
01-17-2003, 01:01 AM
From the Max-Fx Tools help:

File System
Max Payne loads data files based on this priority list:

Individual files under the data\ folder
Files in the currently activated .mpm mod package
Files in the game shipping .ras packages

When you are developing a mod, you will need to have the files you plan to edit open as regular files under the data\ folder. Once you've finished your mod, you should package it with the RasMaker tool into something like "Sam's Weapon Factory.mpm" which will become available as a "Customized game" in the startup dialog.

<font size="2" face="Verdana, Arial">Put simply, if you have a 'data' folder in your Max Payne directory then it will run anything inside that. So, in order to get your level working properly you need to create the directory structure: data\database\levels. Then export your level to there, and edit the levels.txt to add your level into the database.

Now when you calculate the level ai, it will create it alongside the level ldb file, in the same directory. When you package the thing together with rasmaker, both files will be included.

However, like I said last time; you do not need to compile the mod with rasmaker first to get the mod running - simply having the files in your max payne directory will get it to run (on the mod selector bit, don't choose anything).

william ford
01-19-2003, 04:16 AM
Those links don't work.