15_02_2012

Ok, continuing on from my Worldcraft-running-out-of-grid-woes I’ve just enlarged the map boundary past the grid, then pasted in 2 copies of the partial block of flats shell, and then saved and compiled. Well it worked; it compiled with no errors and runs in the RMQ engine, which means, as I suspected, that it’s purely a display limit rather than a problem that will bork the editor. The only slight problem is that if I properly (rather than just for test purposes) increase the size of the map outside of the grid, I’ll have to manoeuvre the map around so that the section I’m working on remains within the grid. Not a biggie I suppose, smaller, I feel, than learning a whole new editor…

Anyway, below is the map with the test section in-engine, to the top-right are the 3 flats, you may need to enlarge the image to see them. I must say at this point that this test also bodes well for MH’s BSP2 tools and the RMQ engine, which both remain faultless and smooth.

In editor shot of the two new areas being developed. On the right is the canal with a factory (incomplete obviously) and on the left is the (also incomplete) block of flats. The flats are just a shell for positioning purposes – and will not end up where they are in the shot. The factory will be completed with a 2nd building, perpendicular to the first. LOTS of work, so much its barely worth listing it all or estimating when it will be done ;)

13_02_2012

Just an image showing two things. 1) The current state of the level; looks a bit messy because it is and due to there being lots of unfinished sections, and 2) The next potential problem I’m facing; I’m running out of grid space in the editor and there’s no way of increasing that. All of the space on the right is planned for and to be honest I’ve no real concrete plans for anything further right – I just don’t like being confined ;)

12_02_2012

This is the map running in a new engine: RMQ. The reason for this is simple; only two engines have support for BSP2 , which allows for larger, more complex maps – a necessity for equake.bsp as it was causing errors in both the compiling tools and engines. Not convinced I like the blue lighting given off from the gate when it fires; although it may grow on me.
With the new tools and engine, I’m back to work on the mod – I’ve placed the ‘shell’ of the flats and began the far end of the canal. Lots more updates over the next few weeks and months.

10_11_2011

The shell of all five floors complete. As it stands each flat has individual walls, inside and out, and floor, and is potentially accessible. The walls are built individually to allow separate detail and textures. This will not be the case when finished; not all flats, or room in flats, will be. Once the layout and details are decided, some walls and rooms will be solidified and joined to reduce brushes/vertecies. In addition the shell in the picture, each end (where the five floors are visible) will have enclosed stairwells. The open square in the top left corner will be the lift shaft. The inner corner will be the entrance hall. Finally, around the inside of the ‘L’ shape will be an balcony with access to the flats.