dm_tertre
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Re: dm_tertre
Posted by nooba on Sat Apr 30th at 6:33am 2005


Inspired by a picture taken by 'Henk van Rensbergen' of the carcoke factory, Tertre. Not a 100% accurate reproduction of the place, but I tried. <img src=" SRC="images/smiles/icon_smile.gif">

Things to do-

1- Finish outdoor area.
2- Add props inside.
3- Attempt (READ! Attempt!) to make it run faster.
4- Release it. <img src=" SRC="images/smiles/icon_smile.gif">

Picture it was inspired by <img src=" SRC="images/smiles/icon_smile.gif">


Any chance of having a run around the map on the server when its done? <img src=" SRC="images/smiles/icon_smile.gif">





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Re: dm_tertre
Posted by G4MER on Sat Apr 30th at 7:36am 2005


Ok I hate you.. No not really.. im just green with envy. Very nice. Cant wait to give it a try. [addsig]



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Re: dm_tertre
Posted by Orpheus on Sat Apr 30th at 7:52am 2005


? quoting MoneyShot
Ok I hate you.. No not really.. im just green with envy. Very nice. Cant wait to give it a try.

Ditto.

very nice.

[addsig]




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Re: dm_tertre
Posted by Leperous on Sat Apr 30th at 8:27am 2005


There is a chance, yes, but it looks like you need to make the exterior more interesting!



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Re: dm_tertre
Posted by nooba on Sat Apr 30th at 10:31am 2005


Thanks guys. <img src=" SRC="images/smiles/icon_smile.gif">

Lep: Any ideas? I'm sort of running low. <img src=" SRC="images/smiles/icon_wink.gif">




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Re: dm_tertre
Posted by habboi on Sat Apr 30th at 1:07pm 2005


I had this great idea and it will probaby lag it out but you should make the building one BIG physic object and the supports hold it up. So when they are shot the building falls and crushes people!

There is a CSS map that has this idea and it is very cool. It's a skyscraper and it falls well high up and crushes everyone and the people inside are flying in the rooms!

Fog is excellent, building is excellent, dirt texture / grass is very umm bland.

Inside look cool but what is it inside???

[addsig]




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Re: dm_tertre
Posted by Orpheus on Sat Apr 30th at 1:11pm 2005


there is no reason that this building has to stay on a flat plain.. put it in a mountainous region.

put some boulders about. add some wrecked autos.

put some broken shipping crates about with some broken machinery in them. scatter some machine parts about as well.

add some power lines and poles.

add some piping.. plants need water.

add some grass, old plants have over growth sometimes.

[addsig]




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Re: dm_tertre
Posted by Addicted to Morphine on Sat Apr 30th at 2:15pm 2005


If I were homeless I could see myself living underneath the building there smiley I would put a mattress, some milk cartons, mabye a dresser, boxes etc. to give it that lived in feel smiley

Seriously though that would be kind of cool.

What are you putting inside the building? Just factory stuff? Perhaps you could put the homeless/squatter idea into use inside if not underneath.
[addsig]




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Re: dm_tertre
Posted by G4MER on Sat Apr 30th at 6:25pm 2005


What do they call it when you make that little map that reflects larger n the game world.. so to make it look like there are hills and stuff outside the walls. If you look at any CS map while dead there is a small sub map located someplace within the box and it projects the hills or city or what ever it is they made.

I think the map needs that more with a chain link fence and made to look secluded out in the country more, instead of that bad white wall thats around it now. Add some grass models and some bush models.. make it look more run down and abandon than spanking new.

Some old run down trucks, and what not is a good idea.. Also maybe a few train cars along one edge to close it off. and add that country feel.

[addsig]




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Re: dm_tertre
Posted by Addicted to Morphine on Sat Apr 30th at 6:28pm 2005


I think you're referring to a 3D sky box.
[addsig]




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Re: dm_tertre
Posted by nooba on Sun May 1st at 10:52am 2005


Thanks for all the ideas i'll be sure to add some of them in <img src=" SRC="images/smiles/icon_smile.gif">.

Habboi: I don't think i'll be having it one big physics object :P

Orph:

Added- Boulders
Added- More wrecked autos

I'll think about adding the shipping crates, machinery, piping etc..

AtM: Sounds good, i'll be sure to add it <img src=" SRC="images/smiles/icon_biggrin.gif">

MS: There are trees and land outside of the wall :P I have trucks and train cars aswell.. they are just not visible in the screens.. well a bit in screen1 <img src=" SRC="images/smiles/icon_smile.gif">

Updated screen1 and 2.




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Re: dm_tertre
Posted by Orpheus on Sun May 1st at 12:34pm 2005


? quoting MoneyShot
What do they call it when you make that little map that reflects larger n the game world..

That effect is all in the skybox.

Try this. when you notice that a map has a sky that looks like buildings, noclip out of the map. Someplace else will be a tiny construct that looks exactly the same. go find it. once you enter it, you will be this 500 foot tall giant within your map smiley

Tis quite funny to see the first time. This method reminds me strongly of the Unreal method of creating sky.

[addsig]




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Re: dm_tertre
Posted by G4MER on Sun May 1st at 7:27pm 2005


Is there a tutorial for me to read on making a 3d sky box? I dont know how to do it. =(

Also I like the new screenshots.. Dead bodies in the tree.. thats classic horror film right there. I still dont see the sky box around the edge of the map. =( But the map is looking real good, I want to play it now.

[addsig]




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Re: dm_tertre
Posted by Orpheus on Sun May 1st at 7:31pm 2005


Lep has a tut on sky boxes i think.. go look see and maybe its the one you want. [addsig]



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Re: dm_tertre
Posted by Campaignjunkie on Sun May 1st at 8:53pm 2005


I don't think the map resembles the reference enough. The building in the photo is huge, and one single giant mass of wooden-industrial might. Maybe it's just the fog, but I really don't get that feeling from your screens so far.

Oh, and use some alpha-masked textures for the beams instead of brushes! You're on a budget! The optimization process should begin from the very beginning of your map, NOT step 3. Don't wait too long, you'll only be hurting yourself in the end when you have to delete a lot of the detail you worked really hard on. smiley
[addsig]




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Re: dm_tertre
Posted by DrGlass on Mon May 2nd at 4:29am 2005


looking very nice, you may want to remove the water, that can take up alot of resources, my dont you run around with +showbudget and make some screen shots of what area has the most problems.

also! set the max veiw distance to be the same as the fog so you dont draw objects that are 100% in the fog.
[addsig]




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Re: dm_tertre
Posted by G4MER on Mon May 2nd at 5:52am 2005


CJ, Please explain more.. treat me like a n00b mapper.. and speak in a more basic function for me.. I am making a map called de_oilrig, and it has lots of detail.. how can I use alpha-masked textures to help me? And what are alpha-masked textures, are these models?

Im still learning the terminology..

[addsig]




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Re: dm_tertre
Posted by DrGlass on Mon May 2nd at 7:13am 2005


like: if you make a truss rather than making 5 brushes use one brush with a texture that has transparent areas.
[addsig]




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Re: dm_tertre
Posted by G4MER on Mon May 2nd at 7:21am 2005


Uhm.. can you provide an example? Im not sure I follow. [addsig]



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Re: dm_tertre
Posted by Orpheus on Mon May 2nd at 9:43am 2005


? quoting MoneyShot
Uhm.. can you provide an example? Im not sure I follow.

Dude, remember in HL1, the textures with the blue edges? those are the ones. use textures that have the shape you want instead of building the shape yourself. IE a window with frames and panes.. if you built it it would drive the r_speeds through the roof.

[addsig]





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