Monday, February 27, 2006

Going Through Changes

Updations, today.

Remember those two caps that I thought were 'pretty nice'? Well, I've deleted them and put more of Moth's prefabs in to replace them. I've put two Wall Crescents in that hallway. I had to widen it a little and raise the ceiling to fit them, but it was worth it!

That's the thing about prefabs -- not all of them are the perfect size or are aligned the right way, meaning you have to manually reposition everything and possibly end up with a messed up prefab.

Anyway, I also changed the Archive Storage's walls to a blue texture. It looks okay, but I'll probably end up either changing it or getting a custom texture for it.

Wall Crescents

Blue walls

Another day done and dusted. Maybe tomorrow I'll expand my map, again. I keep spending way too long on one section. Now, while that may be a good thing in some cases, it does mean I spend an awfully long time tweaking things that don't need to be tweaked.

Must stop that.

Friday, February 24, 2006

Showing Off

I've added some of Moth's prefabs into my level and they really ramp the realism up! As you can see from the pictures below, they look friggin' awesome! This is one of the best packs I've ever downloaded!

Large computer terminal

Corner station

Servers (or something)

These were taken in the bare bones of my Research Archives room. The textures and lighting are still to be finalised.

Wednesday, February 22, 2006

Prefabulous!

An awesome prefab pack has been put up for download by someone named Moth. Want complex pipes and wires in your map? It's in here! Need a fancy computer terminal for a computer lab? It's in here! Want that cool area with the light going around the huge track from Mars City Underground? It's in here!

The most impressive prefab has to be the outside view! Beautifully breathtaking!

I'd show you screenshots, but there are too many cool things to show. Also, I'm tired. Anyway, there are pictures for almost everything in here, so download it to see for yourself.

Still, this pack will make detailing my maps go faster and easier. Hopefully, this will help me get my map out sooner so I can begin working on the next one.

Get the pack from the following link:

http://www.bigupload.com/d=2F572797

Tuesday, February 21, 2006

Put That In Your Level and Smoke It!

I'm talking about pipes. Or rather a pipe. I have been trying to get a pipe look like it's coming out of a wall and bending to go into another wall. It took a while, but I got it. It tried using different methods, but I never got what I wanted. I finally tried using a Very Dense Cylinder patch and moved the vertices carefully into place and it worked! I got what I wanted.

I also added a PDA lock to a door I had added in earlier. I've still to touch up the room, but the lock and PDA are both there, meaning that another thing is out of the way.

PDA locked door


Bent pipe patch

That's another day of Doom 3 editing over and done with.

Wow... I would have finished making a level in the original Doom by now! Maybe more! Now I know why it took id so long to release the game!

Thursday, February 16, 2006

Capped

End capped, that is. I took the advice of the people on the Doom3World.org forums and added more patches, etc. I've rounded a couple of corners and added two end caps in a corridor, making two cool-looking columns, seen below.


Nice!

I think they look pretty nice. They break up the wall a little bit, too.

Friday, February 10, 2006

Titles Escape Me

I couldn't think of anything witty for this post. Sorry.

Anyway, I've began (begun?) to build more of my map. This new room is Archive Storage. Since there's nothing much to show or tell, this update ends upon completion of this post... this post which I am typing... right now...

Period.

Wednesday, February 08, 2006

Let There Be Light (Or Darkness)!

Well, I finally managed to get lights to synch with any sound. All you have to do is create a light as you normally would, setting its dimensions, etc, then choose the type of light pulse you want, but there's one catch -- it must end with _snd. Next, keeping your light selected, choose any sound using the 'Sound' option in the Inspector (N). Using light-related sounds would make sense, but having lights synch with a demonic laugh would probably yield some interesting results.

I haven't tried this yet, but you could probably link the sound to trigger, make the sound a 'sputter on' sound and the light will probably flash on in a cool way.

Monday, February 06, 2006

Relief!

I had a nasty scare on Saturday and today! And it's not the enjoyable scare Doom 3 gives me, it was the horrible scare of not being able to use Doom 3 or DOOMEdit.

On Saturday, I was searching for an HDR mod for Doom 3. The closest thing I could find was a Bloom mod. I downloaded that, it didn't run. I tried several Bloom mods, but none did anything, so I gave up and started Doom 3... or rather, tried to. It crashed at that little blue box that looks similar to Quake 3's. I uninstalled the game and tried to reinstall it. However, I ran into a snag. It seems my big, dumb computer didn't want to auto-install Doom 3. As you can imagine, I was very pissed off! I eventually stumbled across the Activision troubleshooting page and they told me how to do a manual install. It worked! Anyway, I go to upgrade to 1.3, both for the editor and the bug fixes (mainly for the editor, as the single-player bug fixes, if any, aren't noticeable). However, that's when I ran into another snag. The updater couldn't tell what version of Doom 3 I had! That meant going back to the Activision troubleshooting page and looking for a way to update. As it turns out, when you do a manual install, you have to install Doom 3 to the default installation path (C:/Program Files/Doom 3) and then fiddle with the registry to tell the updater what version you have. I did so and the updater worked! Huzzah! The reinstall of ROE went perfectly with no hitches or snags of any kind. Thank God!

Today, however, yet another snag hit me! DOOMEdit wouldn't load my map into Doom 3! I could save and BSP it, but not run it! I was thinking, Oh noes! I'll have to cancel my map editing hobby! NOOOOO!... Okay, it was rather more vulgar than that, but you get the idea. After a few minutes of searching, the solution came up! I moved my folder with all of its contents into the base/maps directory and it worked like a charm!

Everything's the way it was, now, apart from Doom 3 being in Drive C rather than Drive D. Well, I suppose it frees up space for other files on Drive D!

Man, I need a bigger hard drive... yeah, yeah, I know what you're thinking... knock it off!

Friday, February 03, 2006

[Insert Snazzy Title Here]

I actually meant to post this up on Monday, but I didn't.

I worked a little on the map on Monday and Friday (today), and I mean a little. I fixed the lights and added a door. The curved hallway is pretty much finished, so now I can move on to the next part of the map.

The curved hallway from one side

And again from the other side

Well, since I finished Doom 3 and Resurrection of Evil, I guess it's time to start them again! I can't get enough of Doom 3 ever since I upgraded my computer and saw it running perfectly at ~60 fps on 1024x768 and High Quality!