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Topics - Apollo

#31
The Mega Archive / Poll about Polls
July 22, 2010, 07:36:48 PM
Do you like polls, and do you plan on participating in this one? :D
#32
So. Here be the deal.
We are reaching some limitations in terms of how large a map we can send. With the HQ, we hit the limit. ( over 1 mb )

A simple fix is to run a search for the line stated below, and edit it to fit. It simply ups the maximum map size that the client will send to the server. ( over 10mb should suffice ) ;)

I'm not sure what file it's in, but a search should fix that.
The line I was told to edit is this:

if(len > 1024*1024) conoutf(CON_ERROR, "map is too large: %d", len);

Change if(len > 1024*1024)
to if(len > (10<<20)) or perhaps just  if(len > 4096*4096)
Either way, the send-map size will be above and beyond whats needed. ( I hope )

Most linux users can probably do it themselves. I'll upload a modified executable for windows later, unless somebody else does it first.
#33
Red Eclipse / Red Eclipse is.. cubic..
June 14, 2010, 12:44:55 AM
Rawr. Cool game at the moment, with out the models. Little cube people running around with little cube guns shooting cubish projectiles in a cubic world built in the cube engine. Couldn't be more elaborate, could it?
#34
The Mega Archive / Mapping Hell Website.
June 04, 2010, 05:22:37 AM
I was thinking, mayhap we oughta have our own website, which would be closely linked to the forum.
The majority of things would be viewed on the right side of the page with a narrow bar running down the left side with links to various sections.
( ideal sections stated below ) And as like most any site, we would have a short and wide banner spanning the top, with perhaps a login area on the far right corner.
( I was thinking a color scheme of mainly dark colors. Mostly black, or dark blue, perhaps some other tones, but this post has nothing to do with visuals... so ignore this part. )

General:
-clan info ( what we do, what we focus on, etc )
-irc channels
-server names/IPs


Schedual
-A time table of sorts where registered members can select a time they will be online, and what server.
( so people can drop in on editing sessions, or better schedule events )
I can provide a basic visual representation of the idea, but somebody would likely have to make it, none the less.


Tutorials
-Various tutorials would be shown on the site ( duplicates of those on the forum, but cleaned up and made pretty )
Links would direct users to the same tutorial on the forum where comments could be added.


Wallpapers
Some Clan-Made/Fan made wallpapers. ( We already have some )

Maps
Some of our finished maps/WIPS. Featuring the file, info, and a screenshot.
(Similar to quad, but we can upload what ever we want to it, unlike on quadropolis )

Recruiting
Sub Section - Members list
States rules and regulations, and what is needed to join.
A link at the bottom of the page would link to the recruiting section of the forum.


Forum
Just goes straight to the main page of the forum.

#35
The Mega Archive / New Banner Ideas
May 16, 2010, 03:12:56 AM
I was looking at the old logo, and I thought perhaps I could make a new one that is a tad better than that one. The old one is grainy and basic, and really really ugly, I have come up with this new image after about fifteen minutes of work.

The image background is way to contrasty right now, but it is a start.

I am open to any suggestions for the images I make. Anybody and everybody, please feel free post what you make too.
Perhaps Vampi will see something he likes and he might use it for the forum. :]
#36
The Mega Archive / Forum Themes [ Request ]
February 22, 2010, 01:57:24 AM
Curious if more forum themes could be added, and I was wondering why some don't work and other display improperly.
#37
The Mega Archive / Fallout 3 Anyone?
February 14, 2010, 01:50:35 AM
Anybody here played fallout 3?

I just beat the game, * spoiler * :P but it was kinda depressing as my fatherly figure in the game died, I got kicked out of my vault, found nothing but other vaults that closely resembled hell, and then died myself in a grand white light.

If anybody has played it, post some of your interesting experiences or finds. ( I find that checking crates was getting old, and I went through forty thousand, 5mm bullets ( In a day ) )
#38
News & Discussions / Jake's Server
January 30, 2010, 11:49:03 PM
Motion Computing M1300 Tablet PC

Display - 12inch built in LCD display
CPU - Intel Centrino, 1Ghz
RAM - 512mb
HDD - 40GB, 2.5 inch
Audio - On board audio
Input - Built in Wacom tablet, Stylus input
#39
News & Discussions / Darkstar [Decommissioned]
January 30, 2010, 11:38:27 PM
My desktop machine:

Board - P4B533 Motherboard
CPU - Intel Pentium 4, 2.6Ghz - Stock
RAM - 1Gb DDR - 2, 512Mb sticks, dual sided.
Video - Nvidia 6800GT 256mb running on AGP 4x. Overclocked Card, overclocked AGP.
PSU - Antec 450 watt
HDD - 1340 Gigabytes of drive space. Three Seagate drives, one Western Digital.

Displays-
Primary - One 22 inch Hanns-G Gaming LCD monitor. 5ms- latency
Secondary - One 19 inch Dell Monitor, Portrait view.

Audio - Logitech 2.1 Multimedia Speakers
Input - Microsoft USB keyboard, Logitech USB Optical Mouse
Scanner - HP Scanjet 3970



#40
The Mega Archive / Modelers.
January 29, 2010, 12:55:35 AM
Looking for anybody willing to do vast amounts of 3D foliage models and also willing to do several alpha mapped organic textures.

http://cinemafique.files.wordpress.com/2009/06/avatar-20090601070228359.jpg
http://www.insideireland.ie/uploads/image/Film/Avatar4Story.jpg

If anybody is feeling up to the job for a very time consuming project, post ere.

Things needed ( if the project ever gets started )

Plenty of tree models to remove and visible repition.
Plenty of smaller plant models to cover the ground.
Broken tree and log models to cover the ground.

A few High Res organic textures to be blended to the ground to remove any visible tiling.
Alpha mapped Vine and Leaf textures to drape from trees or rock formations.
Alph amapped Root textures ( to be applied to a flat plane ( model ) as the above ones shall be ) to hang out of the bottom of our island.

A person to normal map all the textures ( or some )
People to aide in importing skinned models.

Skilled terrain sculpters, with lots of time on their hands.
Somebody who is good with animated models for possible water falls.
and of course, we need some people who are willing to go around and manually clip the bases of the trees...

It may be a tad overwhelming.. I don't know. Give me your thoughts.


In case you haven't figured it out, the goal is to make an incredibly awesome forest covered floating island.
#41
The Mega Archive / Layouts Needed!
January 22, 2010, 01:21:28 PM
I've been looking for somebody good with layouts for an asymmetrical CTF project.
I suck at layouts currently, though I think I could detail one already made.

If anybody is willing to help out, it would be great.
#43
The Mega Archive / CTF map size.
December 28, 2009, 05:56:58 PM
I am making a large L shaped CTF map, and by large, I mean FRIGGEN HUGE, I'm not sure if It will be much of a hit, due to size.

Anybody think that 130 seconds from base to base is within reason?

The pathways are not strait, so there is some screwing around involved, slowing progress by a few seconds at a time.. Ill post the map when it nears a more playable state.
#44
The Mega Archive / Funnys.
November 10, 2009, 08:17:26 PM
Post some o ye'r favO'rite funnys ere, I plan to die of laughter in the near future ( 75 years? ) so help me out.

Please avoid potentially offensive, and racist jokes*
#45
The Mega Archive / Awakening.
October 31, 2009, 07:13:46 PM
The life on the forum seems to have dwindled into death, and I think it would be good to bring it back. We need ways to get people back, talking, and sharing ideas, and working together.

If anybody has any plans for a group project, post them, or just share random ideas and maps, maybe a doodle or two that you've done, or perhaps a link to something interesting that we could all have a chat or a laugh about.

Bring it back guys and gals.
#46
The Mega Archive / PlatinumArtsSandbox2.3
September 16, 2009, 02:26:47 PM
Has anybody tried the Platinum Arts Sandbox? It's got no guns or blood, but has a sidescroller, which... with some convincing, could turn into something REALLY kick ass. =P

Personally, i think the player character should be something different, and there should be enemies that should troll around set areas and actually try to kill you.

I urge yall to try it none the less, and I have a side scrolling map that I'll be uploading eventually.
#47
The Mega Archive / Video Card Blew Up.
September 05, 2009, 02:27:08 AM
My video card blew up. =(   Nvidia 6600Gt ( 5 or 6 years old? ) went belly up.

Can't really edit or even use my computer now, but thats ok. =P

currently running some ATI card from 1910. =D
#48
The Mega Archive / Forum Chat - Instantaneous
August 06, 2009, 04:32:26 AM
Is it possible to get a chat box for members online on the forum to talk and holler at each other through?

Basically a chat-room kinda think on the main page. For members.

if... ya know... what..im... smokin....

.....yeaaaaaa....
=P
#49
Just decided to make a "short and to the point" ( haha, riiiight )   guide on texture commands.
This stuff is whats in the Editing Reference, but Hopefully more understandable, and put all in one place.
Hopefully these all work. =D

The layout of a texture enty is
Quotetexture TYPE FILENAME ROT X Y SCALE


////////////////TYPE & FILENAME/////////////////////

To start I'll show TYPE and FILENAME

Quotetexture 0 trak5/comp1a.jpg

The 0 in that line is the TYPE, and means it is a primmary diffuse texture, basicly its the color image.
The filename to follow is as said, the file name, which comes after a directory starting WITHIN the packages folder. The file extention MUST BE CORRECT for it to work, So if your texture is a .png and you have .jpg or nothing at all, it will not work.
Quotetexture 0 trak5/comp1a.jpg


The 0 ( TYPE ) can be interchanged with c, u, d, n, g, s, z, or e
Quote
( From Editing Ref )
# "c" or "0" for primary diffuse texture (RGB)
# "u" or "1" for generic secondary texture
# "d" for decals (RGBA), blended into the diffuse texture if running in fixed-function mode. To disable this combining, specify secondary textures as generic with 1 or "u"
# "n" for normal maps (XYZ)
# "g" for glow maps (RGB), blended into the diffuse texture if running in fixed-function mode. To disable this combining, specify secondary textures as generic with 1 or "u"
# "s" for specularity maps (grey-scale), put in alpha channel of diffuse ("c")
# "z" for depth maps (Z), put in alpha channel of normal ("n") maps
# "e" for environment maps (skybox), uses the same syntax as "loadsky", and set a custom environment map (overriding the "envmap" entities) to use in environment-mapped shaders ("bumpenv*world")

The most common combination of these options is Diffuse, Normal, Spec, Glow, for regular textures, though it can vary
ex.
Quote

texture 0 trak5/comp1a.jpg 0 0 0 0.5  ( diffuse, also makes this as a new entry )
texture n trak5/comp1_n.png ( Normal map ( makes a texture look 3D ))
texture s trak5/comp1_s.jpg ( Specular map ( shinnyness ))
texture g trak5/comp1a_g.jpg ( Glow map ( self explanitory )



I addition to these types, you need the corrisponding shader params to suit your selections.

Quote
( From Editing Ref )
Shader    *Shader params    (Texture slots)   


stdworld    (c)    The default lightmapped world shader.



decalworld    (c, d)    Like stdworld, except alpha blends decal texture on diffuse texture.



glowworld    
      * glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
   (c, g)    Like stdworld, except adds light from glow map.
    *bumpworld       (c, n)    Normal-mapped shader without specularity (diffuse lighting only).
 



bumpglowworld    
    * glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
   (c, n, g)    Normal-mapped shader with glow map and without specularity.




bumpspecworld    
    * specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk
   (c, n)    Normal-mapped shader with constant specularity factor.




bumpspecmapworld    same as above    (c, n, s)    Normal-mapped shader with specularity map.




bumpspecglowworld    
    * glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk
    * specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk
   (c, n, g)    Normal-mapped shader with constant specularity factor and glow map.



bumpspecmapglowworld    same as above    (c, n, s, g)    Normal-mapped shader with specularity map and glow map.



bumpparallaxworld    
    * parallaxscale: Scale, Bias - Scales the heightmap offset
   (c, n, z)    Normal-mapped shader with height map and without specularity.



bumpspecparallaxworld    
    * specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk
    * parallaxscale: Scale, Bias - Scales the heightmap offset
   (c, n, z)    Normal-mapped shader with constant specularity factor and height map.



bumpspecmapparallaxworld    same as above    (c, n, s, z)    Normal-mapped shader with specularity map and height map.



bumpparallaxglowworld    
    * glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk   
    * parallaxscale: Scale, Bias - Scales the heightmap offset
   (c, n, z, g)    Normal-mapped shader with height and glow maps, and without specularity.



bumpspecparallaxglowworld    
    * glowcolor: Rk, Gk, Bk - multiplies the glow map color by the factors Rk, Gk, Bk   
    * specscale: Rk, Gk, Bk - multiplies the specular light color by the factors Rk, Gk, Bk   
    * parallaxscale: Scale, Bias - Scales the heightmap offset
   (c, n, z, g)    Normal-mapped shader with constant specularity factor, and height and glow maps.
bumpspecmapparallaxglowworld    same as above    (c, n, s, z, g)    Normal-mapped shader with specularity, height, and glow maps.
bumpenv*    
    * envscale: Rk, Gk, Bk - multiplies the environment map color by the factors Rk, Gk, Bk

      Any of the above bump* shader permutations may replace "bump" with "bumpenv" (i.e. bumpenvspecmapworld), and will then reflect the closest envmap entity (or the skybox if necessary). They support all their usual texture slots and pixel params, in addition to the envmap multiplier pixel param. If a specmap is present in the given shader, the raw specmap value will be scaled by the envmap multipliers (instead of the specmap ones), to determine how much of the envmap to reflect. A calclight (if it has not been done before) or recalc (thereafter) is also needed by this shader to properly setup its engine state.
You may need to experiment with shader params to get the right.


\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
For the options listed below, there are two ways to do some of them.



/////////////ROTATION///////////////

The next part of the texture's line is ROTATION
Quotetexture TYPE FILENAME ROT X Y SCALE
Labeled "ROT" in the line.

This value can be replaced with a number from 0 to 5
These numbers mean:
Quote
# 0 = none 
# 1 = 90 CW    ( 90 Degrees Counter Clockwize  )
# 2 = 180      ( 180 Degrees   ( flipped over ))
# 3 = 270 CW   ( 270 Degrees Counter Clockwize )
# 4 = X flip   ( Mirrored Horizontally    <--> )
# 5 = Y flip   ( Mirrored Vertically       ^ v )





/////////////OFFSET///////////////
Offset is the X and Y of the texture line.
Quotetexture TYPE FILENAME ROT X Y SCALE

X and Y refer to "Texels" which are imaginary values dreamed up by people that can see invisible pink unicorns that are riding dragons whilst throwing wolves at maggots. ( If they're invisible, how can they be pink?!)
Or they are quite possibly 1 pixel.
You can usually offset a texture by half with ah 256 value assuming the texture is 512x512, which most are.

EXAMPLE:
Quotetexture 0 trak5/base1a.jpg 0 256 256 0
In that example, 512x512 texture would be shifted 256 pixels on the X axis, and 256 pixels on the Y axis.

\\\\\\\\TEXTURE SLOT OFFSET\\\\\\\\\\
texoffset X Y
Offsets the current texture slot by X and Y texels along the X and Y axes of the texture respectively.

EXAMPLE:
Quote
texoffset 0 256
texture 0 trak5/base1a.jpg 0 0 0 0
Offsets texture 256 "Texels" on the Y axis


/////////////SCALE///////////////
Scale is the final value in the texture line.
Quotetexture TYPE FILENAME ROT X Y SCALE
SCALE can be replaced with most any value.
The value used will multiply the scale of the texture as it appears on world geometry.

EXAMPLE:
Quotetexture 0 trak5/base1a.jpg 0 0 0 0.5
In this example the texture would be One Half its original size.

Quotetexture 0 trak5/base1a.jpg 0 0 0 2
In this example the texture would be Twice its original size.

\\\\\\\\\\\TEXTURE SLOT SCALE\\\\\\\\\\\\
texscale N
Scales the current texture slot such that it is N times its normal size.

EXAMPLE:
Quote
texscale 2
texture 0 trak5/base1a.jpg 0 0 0 0
In this example the texture would be double its original size.

/////////////SCROLLING///////////////

This is done by placing  texscroll X Y  on the line before your texture.
Quotetexscroll X Y
X refers to scrolling on the X axis ( Horizontal )
Y refers to scrolling on the Y axis (  Vertical or horizontal with a 90 degree difference in angle from X  )
Simply replace the X or Y with a value, 0 being no movement.

EXAMPLE:
Quote
texscroll 0 1
texture 0 trak5/base1a.jpg 0 0 0 0
In this example, the texture would scroll at an unknown rate on the Y axis.
You will need to play with the values as they are in unknown units.


/////////////TEXTURE SLOT ROTATION///////////////

Quotetexrotate N

Rotates the current texture slot by N*90 degrees. N=0..3. N=4 flips along the X axis, and N=5 flips along the Y ax
1 = 90
2 = 180
3 = 270
4 = Flip X axis ( This is because 360 brings you back to your start, so it mirrors instead )
5 = Flip Y axis

EXAMPLE:
Quotetexrotate 1
texture 0 trak5/base1a.jpg 0 0 0 0
( rotates slot 90 degrees )


texrotate 2
texture 0 trak5/base1a.jpg 0 0 0 0
( rotates slot 180 degrees and is loaded as a separate slot than the previous )


texrotate 3
texture 0 trak5/base1a.jpg 0 0 0 0
( rotates slot 270 degrees and is loaded as a separate slot than the previous )


texrotate 4
texture 0 trak5/base1a.jpg 0 0 0 0
( Mirrors slot on X axis and is loaded as a seperate slot than the previous )


texrotate 5
texture 0 trak5/base1a.jpg 0 0 0 0
( Mirrors slot on Y axis and is loaded as a separate slot than the previous )
In that example, the texture is rotated 5 times and each rotation is in a different slot, so the texture is there 5 times but turned in each.
In addition, you can specify all TYPES ( c, u, d, n, g, s, z, or e ) of textures, they simply need to ( or should ) come AFTER the Diffuse ( 0 or C ) in the list

EXAMPLE:

Quote
texrotate 4
texture 0 trak5/comp1a.jpg 0 0 0 0.5  ( diffuse, also makes this as a new entry )
texture n trak5/comp1_n.png ( Normal map ( makes a texture look 3D ))
texture s trak5/comp1_s.jpg ( Specular map ( shininess ))
texture g trak5/comp1a_g.jpg ( Glow map ( self explanatory )

//////////////////////////AUTOGRASS////////////////
autograss FILENAME
Automatically generates grass for the current texture slot on any upward facing surface. The grass texture FILENAME is used to to texture the grass blades.
Grass can be found in the sauerbraten\packages\textures folder.

Ive not tested, but Im guessing its used like so...
Quote
autograss textures/grass_aard.png
texture 0 trak5/comp1a.jpg
^^ That way you should have a computer texture with grass growing out of it. O.o


Quote
I hope this was helpful. Ill read it over later and tune it.

If you see something wrong or missing, tell me and I'll fix it.



#50
The Mega Archive / TERLMAN
July 02, 2009, 03:37:00 AM
Just posting as a warning. If you see the player "Terlman" or "Dr.Terlman" be prepared to kick him, ban him, blacklist, or whatever you see fit.
Last time I checked his IP was 76.0.45.6

Reasons:
Racist comments
Inappropriate Language/Comments
Intentional Degradation of Others - goes hand in hand with racism.
If you meet him you'll see what I mean.   
    I've never liked this guy, and now I have a good reason.
#51
The Mega Archive / Game Engines
June 18, 2009, 02:30:06 AM
I am looking for a fairly modern, powerful, free, and easy to use/understandable game engine. ( not likely to get it all for free ) To start on a lil project of mine and a friends. I've been searching about.
If you know of any that have a fast learning curve and LOTS of features, please inform me.

I'm hoping for something along the lines of the unreal engine, which is what im researching at the moment.
#52
Maps / Iron Angel
May 30, 2009, 04:49:44 AM
http://www.quadropolis.us/node/1984

Please try it, and leave a comment. This is in the Alpha stage.
#53
Introduce yourself / Jake
May 28, 2009, 11:24:07 PM
JAKE!  Thats me =)
well... ummm * cough  cough *  I am me, as you can see, most people know who I am and/or is.

I am usually a nice person, until somebody makes me edgy, then i turn into some sort of child from -[hell]- and start kicking punching and stabbing.

I am a fast learner and am good at following instructions, I can even Think For Myself! unlike some people I know.... o.O
If you've seen what I build youd notice that my styles vary greatly, from nice curved metal to jagged stone, and then over to weird interlocking patterns, I usually just make whatever I'm in the mood to make.
I also hate spending more than a week on a project, but when I do it usually turns out quite nice.

oh, and I ALSO KNOW ALL THE SERVER PASSWORDS!!!! MWAHAHAHA
and i ain't tellin either.

And I here am not crazy, like sushi, but i am commonly seen as a lunatic in real life due to my lively personality. 
O.o  <--- i also like making them eyes
#54
The Mega Archive / [Hell 2] Server
May 19, 2009, 11:02:58 PM
As some know [Hell 2] server is running, it is/will be running the latest version of frogmod, as [Hell] server is.
Just thought I'd throw it out there. =)

Cheers! - Jake
#55
Maps / Beacon
May 16, 2009, 01:00:52 AM
http://www.quadropolis.us/node/1956

Map I made last week, try it, and Please rate and comment.
#56
Maps / Amynya
April 29, 2009, 12:32:44 AM
She's on quad, download and tell me what you think, so far, its not going good.

http://www.quadropolis.us/node/1926
#57
Maps / Castle Windecker
April 19, 2009, 08:41:29 PM
This is my castle, I've been working on it for a week, I'm still tuning it at the moment, but this is what I have.

Notes:
-- IMPORTANT --  Grass setting in config will change your defaults, if you don't want this to happen or don't know the default settings, Edit The Config Before Use, and remove anything with the word grass in front of it!

-- Map flow is terrible, but it has been made for Regen Capture, none the less  -- there are 20 spawn points and 20 capture points ( lots )  this map is probably ideal for lots of people, but it can be hard, or slow to navigate, unless your at the top.

-- Map may appear dark, or really bright, it looks fine on my end, but I don't know about yours.
    |-- shadows inside should be black, outside ( opposite side of the sun ) should be a dim bluish color, and bricks in the sun should be a bright orange/yellow color. Lighting outdoors should look quite natural.

Please give me some feedback.

              Jake
#58
The Mega Archive / Back in buisness
April 06, 2009, 06:15:13 AM
I got my Maya2009 up and running, and can make more models now, i have blender which i will merely use as an exporter.
Here's some of my most recent work.

#59
The Mega Archive / I am DEATH!!! or was.. or not..
April 03, 2009, 02:32:07 AM
Can you do this too?
#60
The Mega Archive / Want To Build An Oil Rig.
April 02, 2009, 01:15:09 AM
I'd like to build a large oil rig, and put er in the middle of the ocean. Sadly, I can find very little on the layout of any rigs, or close up pictures. Any help finding images and building would be great. =) Anybody is free to help out.