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Old 12-12-2015, 11:20 AM   #61  
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Default Re: 16th street fight

That is epic.
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Old 12-12-2015, 12:07 PM   #62  
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Default Re: 16th street fight

Very cool. Did you make that skybox yet?
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Old 12-13-2015, 05:49 AM   #63  
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Default Re: 16th street fight

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Originally Posted by Discy View Post
Very cool. Did you make that skybox yet?
Nope.. Maybe later.. In summer...
http://neominigan.ucoz.ru/OtherImages/16streetfight/30.jpg
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Old 12-15-2015, 05:59 AM   #64  
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Default Re: 16th street fight

A pair of new screenshots.
http://neominigan.ucoz.ru/OtherImages/16streetfight/33.jpg
http://neominigan.ucoz.ru/OtherImages/16streetfight/34.jpg
And now i have a big problem with editor and shadows.. Becouse the first just going crash when it try to make the second look properly..
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Old 12-15-2015, 06:21 AM   #65  
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Default Re: 16th street fight

Oh sweet, it looks even better with proper lighting. Why are the shadows black though?
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Old 12-15-2015, 07:17 AM   #66  
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Default Re: 16th street fight

Becouse when i try to press "alt+g" and make shadows look properly - editor just crashes with error that i dont have enough memory.. I dont know what to do with it..
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Old 12-15-2015, 10:03 AM   #67  
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Default Re: 16th street fight

Press Shift+I and tell me what it says.
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Old 12-15-2015, 12:05 PM   #68  
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Default Re: 16th street fight

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Press Shift+I and tell me what it says.
Level lightmap will be 14706x14706
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Old 12-15-2015, 12:11 PM   #69  
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Default Re: 16th street fight

....WHAT??? That's too much even for official maps! Even internally the largest I worked with was 8k. SSHD's editor can't do more than 3k.

Try using the "Adjust Ligthmap Sizes" tool. Maybe that will shrink it.
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Old 12-15-2015, 12:50 PM   #70  
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Default Re: 16th street fight

Damn... Right now i tried to make it, i saw bad light on models, some objects that i dont save to model. And... now i cant load my map in game.. It crashed... Before it i dont saw abything like this.. but now.. i just cant load it..
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Old 12-15-2015, 06:04 PM   #71  
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Default Re: 16th street fight

Yeah, you HAVE to save models, otherwise, all that data goes inside the level file, bloating it up and making the game use more memory to load it. Try looking in Temp/Backup. You can see the last 10 files saved there, you just have to rename them. Maybe there's a previous version of your map there.

Another way is to open up the editor, go to testing any sort of map, F10 to summon the menu, and set your performance to Lowest. That affects the editor as well, and levels take less memory to load that way.
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Old 12-16-2015, 08:22 AM   #72  
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Default Re: 16th street fight

I thought and decided to release this map without shadows, becouse Serious Engine 3.0 can't handle it.
Who want to see "fancy" graphics - lets wait Serious Sam 4
This is all what we can do. Just wait.
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Old 12-16-2015, 09:22 AM   #73  
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Default Re: 16th street fight

I could try fixing it.
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Old 12-16-2015, 09:54 AM   #74  
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Default Re: 16th street fight

Quote:
Originally Posted by Solais View Post
I could try fixing it.
I have sent you a link in pm
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Old 12-20-2015, 01:59 AM   #75  
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Default Re: 16th street fight

So.. map has been released.
http://steamcommunity.com/sharedfile.../?id=577998288
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Old 12-21-2015, 12:23 PM   #76  
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Default Re: 16th street fight

Whaaaat? I have to check it out tonight.
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Old 12-21-2015, 02:21 PM   #77  
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Default Re: 16th street fight

I've tried to start it, but it just won't load and the game refuses to play it. I've set all the settings to lowest but still won't load it..
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Old 01-31-2016, 05:18 PM   #78  
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Default Re: 16th street fight

FInally played though this map. My thoughts:

*It would've been cool to have some buildings exporable. You don't have to do something like make the apartment complexes explorable (that'd take a long time for you and would be dull to check out), but I would've liked to been able to check out the interiors of places like the gas station and the maintenace shacks. A few explorable interiors can go a long way to making urban maps more memorable.

*See if you can think of something to tell the player where the map's playable boundries are. It was a bit disappointing to see some parts I could've checked out, but there was an invisible wall blocking me. Something like police tape or roadblocks would work well for this purpose.

*Things like staircases tended to be either too small or too big for the player model. In the future, you should export the Serious Sam player model to your modeling program of choice and use it as a reference when you're constructing props.

I did enjoy the map, but since this is an experimental map, I figured it'd be important to give you some tips for future maps.
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Old 02-03-2016, 03:19 PM   #79  
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Wink Re: 16th street fight

Quote:
Originally Posted by Squadala View Post
FInally played though this map. My thoughts:

*It would've been cool to have some buildings exporable. You don't have to do something like make the apartment complexes explorable (that'd take a long time for you and would be dull to check out), but I would've liked to been able to check out the interiors of places like the gas station and the maintenace shacks. A few explorable interiors can go a long way to making urban maps more memorable.

*See if you can think of something to tell the player where the map's playable boundries are. It was a bit disappointing to see some parts I could've checked out, but there was an invisible wall blocking me. Something like police tape or roadblocks would work well for this purpose.

*Things like staircases tended to be either too small or too big for the player model. In the future, you should export the Serious Sam player model to your modeling program of choice and use it as a reference when you're constructing props.

I did enjoy the map, but since this is an experimental map, I figured it'd be important to give you some tips for future maps.
Thanks for tips. All models i have done in Serious Engine 3.0. I know that some object look not like in real with their proportions. But this is as my fault and google maps fault. I hope, in future i can import all this models to SS4 and make all what i doenst have made in this version.
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Old 02-05-2016, 02:23 AM   #80  
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Default Re: 16th street fight

Properly shadows completed!
http://cs631625.vk.me/v631625918/12b93/aDb19KjDqQQ.jpg
http://cs631625.vk.me/v631625918/12b9d/1gkqXp1F5FI.jpg
http://cs631625.vk.me/v631625918/12bbb/_ly0TnCUWko.jpg
http://cs631625.vk.me/v631625918/12bcf/8_GwykTvV20.jpg
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Old 02-05-2016, 02:54 AM   #81  
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Default Re: 16th street fight

Wow, that is looking so much better!
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Old 02-05-2016, 03:40 AM   #82  
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Default Re: 16th street fight

Looking great!
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Old 02-05-2016, 03:50 AM   #83  
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Default Re: 16th street fight

Ah, you managed to bake it! Cool.
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Old 02-05-2016, 07:49 AM   #84  
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Default Re: 16th street fight

yeah pretty cool looking, but other than look at the neat assets, what am I suppost to do?
I just walked around for 20 minutes doing nothing (I presume there is fighting as it does have fight in the title)
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Old 02-05-2016, 10:02 AM   #85  
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Default Re: 16th street fight

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Originally Posted by Captain_Russia View Post
yeah pretty cool looking, but other than look at the neat assets, what am I suppost to do?
I just walked around for 20 minutes doing nothing (I presume there is fighting as it does have fight in the title)
SE 3.0 can't handle this map too good. If i will put here some monsters, the map simply wont load.
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Old 02-05-2016, 09:40 PM   #86  
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Default Re: 16th street fight

Quote:
Originally Posted by Neominigan View Post
SE 3.0 can't handle this map too good. If i will put here some monsters, the map simply wont load.
So no street fight than? Dang.

Yeah, I agreed this map is pretty fu*king next gen, it wouldn't be the first of it's kind I've played thou
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Old 02-06-2016, 03:35 AM   #87  
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Default Re: 16th street fight

Quote:
Originally Posted by Neominigan View Post
SE 3.0 can't handle this map too good. If i will put here some monsters, the map simply wont load.
Have you considered cutting out a lot of it and turn it into a Survival map? With some improvements, you could make a fun and short Survival map based on the football/basketball court in the center of the map.
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Old 02-08-2016, 02:58 PM   #88  
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Default Re: 16th street fight

Quote:
Originally Posted by Squadala View Post
Have you considered cutting out a lot of it and turn it into a Survival map? With some improvements, you could make a fun and short Survival map based on the football/basketball court in the center of the map.
I will think about it)
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Old 02-14-2016, 04:50 AM   #89  
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Default Re: 16th street fight

These screens are awesome! Great work!
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Old 02-15-2016, 06:37 PM   #90  
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Default Re: 16th street fight

as far as realism goes, yes, this very good.
Now if only those playground slides and swing had textures, I could write this off as "AAA" quailty
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