Project Showoff

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 8:16 pm
Location: Los Angeles
Contact:

Re: Project Showoff

Post by Anton » Wed Oct 26, 2011 4:44 pm

ZramuliZ wrote:I remade the first four challenges in Lugaru.
This is compatible with Anton's Main Menu mod, you just need to have it installed before you install these challenges.

ImageImage
ImageImage
Includes four levels, shadow maps, ambient occlusion maps, navigation meshes, converted textures and a few custom objects and one custom texture.

Download
Extract the .zip file to your main Overgrowth folder (Usually located at C:\Program Files\Wolfire\Overgrowth\)

All feedback is appreciated!
I also recorded a video of your Lugaru Challenge Map 4... but I did it all sneaky like...


User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 10:09 am
Location: America... Fuck yeah.

Re: Aesops Challenge

Post by adwuga » Wed Oct 26, 2011 5:07 pm

Silverfish wrote:
adwuga wrote:I release: Aesop's Challenge (one of my cats is named Aesop)

The story is: Actually there is none. The colors are completely random, and have no meaning of clanship or brotherhood or such.

Your goal: Get to the ground without dying(or cheating using a debug key). The ground is the large, tan block below you, not the actual ground.

If you read the little picture captions, or saw the first picture, you will know that this is very computer intensive. If you have a good computer, however, it should run fine, like it does on my desktop.

The File:
AesopsChallenge.xml
Do well with this. Especially you, Anton.
I just uploaded a playthrough of this level!
:shock: You skipped like half the level! Nice!

I had actually never beat this level. :lol:
Maybe your way was better. Now that I think of it, my way is kind of hidden. I just assumed it was the only way. Think of my as a more challenging easter egg. There are at most, four more enemies.

Also, once you get up the initial hexagon wall run thing(there is actually two, you skipped one), you can just walk a little to the side and jump straight to the second part of the bushes, right after the fall.

Also, It was awesome how you ran up the hex thing. I never did flips!

Petethegoat
Posts: 8
Joined: Thu Dec 04, 2008 11:03 am

Re: Project Showoff

Post by Petethegoat » Fri Oct 28, 2011 12:35 pm

I'm going to see if I can get this mushroom I made for Morrowind working properly in Overgrowth. Expect lots of questions.
I'll probably make it quite small so the low polycount isn't so noticeable.. :)
Image

ZramuliZ
Posts: 108
Joined: Wed Jan 06, 2010 12:56 pm
Location: Finland

Re: Project Showoff

Post by ZramuliZ » Fri Oct 28, 2011 3:43 pm

Here's the remake of the fifth Lugaru challenge!
This is compatible with Anton's Main Menu mod and my previous challenges, you just need to have it installed before you install this challenge.

Image
Includes one level, shadow maps, ambient occlusion maps, one navigation mesh, some converted textures, a few custom objects and two custom textures.

And yes, I know there should be five trees on the right side of the platform, I just think it looks better when it's symmetric :P

Download
Extract the .zip file to your main Overgrowth folder (Usually located at C:\Program Files\Wolfire\Overgrowth\)

I hope you enjoy and feedback is appreciated!

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 10:09 am
Location: America... Fuck yeah.

Re: Project Showoff

Post by adwuga » Fri Oct 28, 2011 5:12 pm

I loved this level! I'll try it out.

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 8:16 pm
Location: Los Angeles
Contact:

Re: Project Showoff

Post by Anton » Fri Oct 28, 2011 5:31 pm

ZramuliZ wrote:Here's the remake of the fifth Lugaru challenge!
This is compatible with Anton's Main Menu mod and my previous challenges, you just need to have it installed before you install this challenge.

Image
Includes one level, shadow maps, ambient occlusion maps, one navigation mesh, some converted textures, a few custom objects and two custom textures.

And yes, I know there should be five trees on the right side of the platform, I just think it looks better when it's symmetric :P

Download
Extract the .zip file to your main Overgrowth folder (Usually located at C:\Program Files\Wolfire\Overgrowth\)

I hope you enjoy and feedback is appreciated!
I'm really excited to try this level, but we seem to be missing some files... At the very least I'm missing "Data/ZramuliZ/Textures/Crete/cubes/orange_rust_cube_c_z.tga (the color map for the large cube). I also don't have the wind map for the young sapling, but that might be less important... There may be other files as well, but the only way I found this was by going through the xml files to figure out what wasn't loading...

Edit: Also one of your xml files is referencing the file "cube_z.obj" in the normal folder, instead of in "ZramuliZ"/etc...


(I've already updated my menu mod to include this map... hopefully I can resolve this issue when I get the missing files from you...)

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 10:09 am
Location: America... Fuck yeah.

Re: Project Showoff

Post by adwuga » Fri Oct 28, 2011 5:49 pm

There was also the file you posted above with _2 added, and \Data\Models\Crete\cubes\cube_z.obj and \Data\Models\Crete\cubes\large_cube_z.obj

I did some renaming and copying, using files in the zip you gave, and it loaded without error, but gave freaky colors.

ZramuliZ
Posts: 108
Joined: Wed Jan 06, 2010 12:56 pm
Location: Finland

Re: Project Showoff

Post by ZramuliZ » Sat Oct 29, 2011 1:04 am

Here's a fix. Thanks a lot for helping me hunt those files! And sorry for the inconveniance.
I usually do a clean install before releasing anything but it was too late yesterday for me to do it.
I also updated the original zip to be fixed.

Download
Extract the .zip file to your main Overgrowth folder (Usually located at C:\Program Files\Wolfire\Overgrowth\)

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 8:16 pm
Location: Los Angeles
Contact:

Re: Project Showoff

Post by Anton » Sat Oct 29, 2011 12:28 pm

ZramuliZ wrote:Here's a fix. Thanks a lot for helping me hunt those files! And sorry for the inconveniance.
I usually do a clean install before releasing anything but it was too late yesterday for me to do it.
I also updated the original zip to be fixed.

Download
Extract the .zip file to your main Overgrowth folder (Usually located at C:\Program Files\Wolfire\Overgrowth\)
Almost better! There was still one line of code that was wrong... in the file ZramuliZ/Objects/Crete/large_crete_cube_z.xml you had a line that said:

Code: Select all

<Model>Data/Models/ZramuliZ/Crete/cubes/large_cube.obj</Model>
but should have said :

Code: Select all

<Model>Data/ZramuliZ/Models/Crete/cubes/large_cube_z.obj</Model>
So I've attached the updated file here.
large_crete_cube_z.xml
(1.17 KiB) Downloaded 151 times
Alternatively, you can also now update my mod and it will install the proper version of this level (minus the shadow maps... I'm still trying to figure out how to provide those...)


oh... and THE LEVEL IS AWESOME!!!
I thought it WAS Lugaru for a moment...
the one thing that feels weird to me though, is the platform you start on feels like it's too small... the fighting area below feels too big...
but whatever... it's an AWESOME level

ZramuliZ
Posts: 108
Joined: Wed Jan 06, 2010 12:56 pm
Location: Finland

Re: Project Showoff

Post by ZramuliZ » Sat Oct 29, 2011 1:22 pm

Glad you liked it! Quite embarrassing to make an error even in the fix :oops:,
it was very early in the morning and I was in a huge hurry, so I'll fix the mistake in the main download and tweak the level a bit. And huge thanks to Anton for finding and fixing that mistake I made in the cube file. Thanks also for pointing out the proportions of the arena. I went back to lugaru and the starting area covered almost a quarter of the area.

Also feel free to use the two cube blocks, to which I added detail textures. I think it's awesome to have a scalable basic modular shape that doesn't lose it's quality when made bigger. :P

EDIT: Also, you can probably expect challenge 6 quite soon, I think I have to make two versions, one with the original 7 enemies and one with a reduced amount.

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 10:09 am
Location: America... Fuck yeah.

Re: Project Showoff

Post by adwuga » Sat Oct 29, 2011 1:44 pm

Aubrey said he planned to do that later, but for now it is indeed awesome. And yes, most computers wouldn't be able to handle 7 enemies. Just replace three rabbits with a wolf, that is probably a close match of difficulty.

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 8:16 pm
Location: Los Angeles
Contact:

Re: Project Showoff

Post by Anton » Sat Oct 29, 2011 1:51 pm

ZramuliZ wrote:Glad you liked it! Quite embarrassing to make an error even in the fix :oops:,
it was very early in the morning and I was in a huge hurry, so I'll fix the mistake in the main download and tweak the level a bit. And huge thanks to Anton for finding and fixing that mistake I made in the cube file. Thanks also for pointing out the proportions of the arena. I went back to lugaru and the starting area covered almost a quarter of the area.

Also feel free to use the two cube blocks, to which I added detail textures. I think it's awesome to have a scalable basic modular shape that doesn't lose it's quality when made bigger. :P

EDIT: Also, you can probably expect challenge 6 quite soon, I think I have to make two versions, one with the original 7 enemies and one with a reduced amount.
Looking forward to another level! These have been great... they are currently my favorite levels to play in OG!!! (I guess I would still play Lugaru if it still worked for me :( ) Please do include all 7 characters... I think my computer can handle it!

Also, glad to help find the problems... I wouldn't worry about it too much... you actually inspired me to try and fix some of the broken levels that are from the team... but we're missing almost everything for those, so it won't be happening...

ZramuliZ
Posts: 108
Joined: Wed Jan 06, 2010 12:56 pm
Location: Finland

Re: Project Showoff

Post by ZramuliZ » Sat Oct 29, 2011 2:22 pm

Fixed up the proportions and the error, also included both the .nav and .nav.obj files instead of just only the .nav.obj, not sure if it fixes something.
Also it seems that I have to delay the sixth challenge for a bit :( it just seems that I hate packing the levels too much and I'll be writing a program to do it for me, with C# so it shouldn't take too long to make. I can give the program out if anyone wants/needs it.

The challenge 5 download is updated to be the latest version, or you can download it from here

User avatar
Anton
pretty cool guy
Posts: 3328
Joined: Fri Oct 17, 2008 8:16 pm
Location: Los Angeles
Contact:

Re: Project Showoff

Post by Anton » Sat Oct 29, 2011 6:33 pm

ZramuliZ wrote:Fixed up the proportions and the error, also included both the .nav and .nav.obj files instead of just only the .nav.obj, not sure if it fixes something.
Also it seems that I have to delay the sixth challenge for a bit :( it just seems that I hate packing the levels too much and I'll be writing a program to do it for me, with C# so it shouldn't take too long to make. I can give the program out if anyone wants/needs it.

The challenge 5 download is updated to be the latest version, or you can download it from here
You're going to start to hate me soon... but the file is still not correct :(... you're still missing "_z" at the end of the file in the code... Also, you should rebuild your nav map, something is a little weird with it... the NPCs won't go to a portion in the middle of the main floor. (I have already updated those files in my mod though, and you can just grab them from there if you want...)


Edit edit...

The good news is, I made a video of how awesome the level is!




Also, I had made this video of Adwuga's Level, but never uploaded it... so here's another take on that one...


ZramuliZ
Posts: 108
Joined: Wed Jan 06, 2010 12:56 pm
Location: Finland

Re: Project Showoff

Post by ZramuliZ » Sun Oct 30, 2011 5:12 am

It seems that I forgot to include the level itself in the new version :D
This is why I need to make the packing tool.

Here's the updated level.xml file
2_challenge_05.xml
(94.1 KiB) Downloaded 173 times
I'll update the main zip now. Let's hope that this is the final release of challenge 5 :D, and also, I usually test all this stuff with a clean install but I haven't had much time lately and it takes really long time to iteratively uninstall/reinstall OG for testing.

Post Reply