Dm_Cloudcity
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Re: Dm_Cloudcity
Posted by MisterBister on Wed Dec 7th at 8:57am 2005


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What is it about this time?
This timeIm trying to find the ?limits? of what the Source engine can do, and willprobably be more of a Tech-demo than a fun death match map. However very,very early game tests resulted in lots of fun, although that might be because I havegreat friends. Im looking for atmosphere that no one has done before in the source. So I chose a futuristic city stretching to the skies, however the actual map takes place
above the clouds.













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Re: Dm_Cloudcity
Posted by BlisTer on Wed Dec 7th at 1:33pm 2005


nice concept. though from the screenshots i can't tell that its a city in/above the clouds, moreso because you have gardens. If i were you i'd place those gardens on a platform so that everyone sees they're artificial. And i would leave "vertical holes" in the city, where the players can look down so that they're aware that they're up high. A bit like the pathways in the city being inner bridges. /2cents, keep it up!


These words are my diaries screaming out loud



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Re: Dm_Cloudcity
Posted by Captain P on Wed Dec 7th at 1:52pm 2005


It looks quite dark, perhaps too dark, but it's also very interesting. I agree the cloud aspect doesn't really show - add some really tall towers that end up in the clouds, or add moving clouds and particles together with a windy sound and the windows to the ground as BlisTer suggested.

What I like here are the almost surrealistic looking structures. The lighting dots in the distance look interesting as well. I'd suggest using some more color variation for the lighting though because it's a bit too grayscale right now and that's not just caused by the dev textures as far as I can see.

Keep it up indeed, looks promising. <img src=" SRC="images/smiles/icon_smile.gif">







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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Wed Dec 7th at 2:50pm 2005


For some reason, I have a feeling you could use some of the custom textures from dm_neon. Maybe you should shoot the author of that map an email?




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Re: Dm_Cloudcity
Posted by habboi on Wed Dec 7th at 4:38pm 2005


If you need help then use my tutorial:

Get your .jpg, use IrfanView to convert it to .tga, make a folder called mytexes in this place

C:Program FilesValveSteamSteamAppshabboicounte
r-strike sourcecstrikematerialsmytexes

and here as well:

C:Program FilesValveSteamSteamAppshabboisource
sdk_contentcstrikematerialsrcmytexes


ok now you have the .tga so right click vtex.exe and send it to desktop, now open up the place where the .tga is and drag it onto the desktop as well.

then again drag it onto vtex.exe and a black box should appear, if successful it will say something like:

input, output directory blah blah and then press any key to continue

you should end up with a .vtf in the folder called mytexes and also an empty .txt

open up the .txt and write:

"LightmappedGeneric"

{ "$basetexture" "yourfoldername/yourtexname" }

(exactly as I have written it but in place of folder name put mytexes and your texname put fence1.

ok nearly done, save as and rename it

to fence1.vmt and copy this new .vmt to the two folder called mytexes in the css materials folder and the sdk one as well!

Ok thats basically it so start hammer, go to browser and type the name of the texture and if it comes up then you are successful!

Make a quick map and it should hopefully work!

*Thats it and I found it very useful*





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Re: Dm_Cloudcity
Posted by Nickelplate on Wed Dec 7th at 6:01pm 2005


looks sweet! I'll look more when i get home




I tried sniffing coke, but the ice cubes kept getting stuck in my nose.
http://www.dimebowl.com



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Re: Dm_Cloudcity
Posted by CrazySteve on Wed Dec 7th at 11:35pm 2005


the map itself looks good but it doesn't remind me much of cloud city

cloud city was allot more open in the sky and allot lighter, maybe this is what cloud city would look like a few weeks after the imperials took control or something.




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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Thu Dec 8th at 12:28am 2005


I don't think he's trying to map the cloud city from star wars.

But yes, it is slightly confusing. Perhaps a name change is in order? dm_stratos (a shortening of stratosphere) perhaps?




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Re: Dm_Cloudcity
Posted by Crono on Thu Dec 8th at 12:39am 2005


It looks nice.

Planing on having oxygen tanks and everything frozen?



Blame it on Microsoft, God does.



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Re: Dm_Cloudcity
Posted by Underdog on Thu Dec 8th at 1:44am 2005


You seem to be pushing the envelope a bit more on the external areas than inside but I do so love what you have going. At least from the screens.




There is no history until something happens, then there is.



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Re: Dm_Cloudcity
Posted by MisterBister on Thu Dec 8th at 2:40pm 2005


Thanks for all the quick and interesting feedback, heres my answers.

? quote:

nice concept. though from the screenshots i can't tell that its a city in/above the clouds, moreso because you have gardens. If i were you i'd place those gardens on a platform so that everyone sees they're artificial. And i would leave "vertical holes" in the city, where the players can look down so that they're aware that they're up high. A bit like the pathways in the city being inner bridges. /2cents, keep it up!


I do have a garden at one platform on this pic:
http://www.home.no/misterbister/Bilder/dm_cloudcity/dm_cloudcity_a230021.jpg

However i agree that i should make it more obvius that there artificial.
Im not sure what you mean with "vertical holes", but the player is perfectly able to look down. A friend of mine suggested that i should make parts of the streets/bridges in glass, this way the players will be even more aware of it, I think ill do that.


? quote:

It looks quite dark, perhaps too dark, but it's also very interesting. I agree the cloud aspect doesn't really show - add some really tall towers that end up in the clouds, or add moving clouds and particles together with a windy sound and the windows to the ground as BlisTer suggested.

What I like here are the almost surrealistic looking structures. The lighting dots in the distance look interesting as well. I'd suggest using some more color variation for the lighting though because it's a bit too grayscale right now and that's not just caused by the dev textures as far as I can see.

Keep it up indeed, looks promising.



The clouds arent there yet. And to be honest i dont know how to make it look good since most of the city is 3D-sky, which means no moving objects.
I have already added some real big buildings in the background, ill post pics when they are "done".
Color variation in lighting is something that the map desperatly needs right now, i completely agree with you.


? quote:

For some reason, I have a feeling you could use some of the custom textures from dm_neon. Maybe you should shoot the author of that map an email?


Yes, i thought the exact same thing. However the textures doesnt really fit i think, but I could definitly use some of it.
Ive asked the maker of the map, izanagi, and he said it was perfectly OK. However i ran into errors when i tried to extract the textures out from his BSP. Ill take a look into it soon.


? quote:

If you need help then use my tutorial


Thanks for your consern, however im afraid i know very little of photoshop, and making textures to this map would probably be a little more complicated than i could handle.


? quote:

the map itself looks good but it doesn't remind me much of cloud city.


No it doesnt, this map doesnt have anything to do with Cloud city in Star Wars. Dm_cloudcity is more of a WIP title. Other suggestions are welcome.


? quote:

Planing on having oxygen tanks and everything frozen?


What, who, where, when?




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Re: Dm_Cloudcity
Posted by Addicted to Morphine on Thu Dec 8th at 3:42pm 2005


I don't know if you missed it, but what about the name dm_stratos ? stratos is just short for stratosphere.

Stratosphere definition:
1 : the part of the earth's atmosphere which extends from about 7 miles (11 kilometers) above the surface to 31 miles (50 kilometers) and in which temperature increases gradually to about 32? Fahrenheit (0? C) and clouds rarely form
2 : a very high or the highest region on or as if on a graded scale <construction costs in the stratosphere> <the celebrity stratosphere>

Well... I guess it's not cloudy, but at least it's high up!




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Re: Dm_Cloudcity
Posted by Captain P on Thu Dec 8th at 7:05pm 2005


? quote:
The clouds arent there yet. And to be honest i dont know how to make it look good since most of the city is 3D-sky, which means no moving objects.
I have already added some real big buildings in the background, ill post pics when they are "done".
Color variation in lighting is something that the map desperatly needs right now, i completely agree with you.


Entities can just be placed in the 3D skybox, only no player starts. The Valve wiki states that players and other objects cannot enter the 3D skybox, but any entity can be used within it. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Dm_Cloudcity
Posted by Agent Smith on Thu Dec 8th at 10:54pm 2005


So theoretically you should be able to create similar sky boxes to UT. Look at moving clouds, maybe some small ships or combine stuff flying around, fog, etc. Of course on really dodgy maps every now and again someone manages to fall out of the level and into the skybox, becoming a 100 foot giant .

Looking pretty cool in general Mister, it will be good to see how it looks with some nice textures. The layout seems pretty random, which I really like. Seems to make games a hell of a lot more fun when enemies can come from anywhere, and the level is asymetrical. Looking forward to giving it a play.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: Dm_Cloudcity
Posted by Underdog on Thu Dec 8th at 11:06pm 2005


? quoting Agent Smith
So theoretically you should be able to create similar sky boxes to UT. Look at moving clouds, maybe some small ships or combine stuff flying around, fog, etc.

I would think that if you had a very large scrolling sky texture of some sort that you could have it exceed the edges of the visible sky but have say very broad edges of sky material to hide it in. In this way, you could have a slowly moving sky without any repeat say in a 15 minute frag.

In fact, with the texture being transparent, you could have multiple ones at different heights and densities to simulate cirrus and cumulus clouds perhaps.




There is no history until something happens, then there is.



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Re: Dm_Cloudcity
Posted by reaper47 on Fri Dec 9th at 12:19pm 2005


I like futuristic citiy themes a lot. My first impression of the screenshots was that they are _very_ dark. If someone plays the map on a sunshiny day he might not see much.

It's hard to tell what you have in mind in the orange room state but I think it would be nice to give the buildings in the background a believable purpose. Anything from giant shopping malls to office buildings. I would prefer this over a more arena style approach where the buildings in the back are just decoration. This would be mainly a texturing task.

I'm curious how it will look with textures!




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Re: Dm_Cloudcity
Posted by habboi on Fri Dec 9th at 2:19pm 2005


Just because you can't use photoshop doesn't mean you can't use textures from google <img src=" SRC="images/smiles/icon_smile.gif">

Try it <img src=" SRC="images/smiles/icon_wink.gif">





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Re: Dm_Cloudcity
Posted by Cassius on Fri Dec 9th at 6:31pm 2005






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Re: Dm_Cloudcity
Posted by Myrk- on Fri Dec 9th at 6:40pm 2005


As always, quality advice from the Snarkpit jester <img src=" SRC="images/smiles/icon_biggrin.gif">


-[Better to be Honest than Kind]-



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Re: Dm_Cloudcity
Posted by MisterBister on Mon Dec 12th at 11:45pm 2005


Progress:
Im currently adding detail here and there, adding fences, making the 3D-sky better, adding cables and such. Lots of progress is being made. Soon ill add elevators so that betatesters will have possibility to move around WITHOUT noclip. Im also planning to add weapons aswell. When this is done, the map will be fully playable, although it will still lack the visual stuff.

? quote:

I don't know if you missed it, but what about the name dm_stratos ? stratos is just short for stratosphere.

Stratosphere definition:
1 : the part of the earth's atmosphere which extends from about 7 miles (11 kilometers) above the surface to 31 miles (50 kilometers) and in which temperature increases gradually to about 32? Fahrenheit (0? C) and clouds rarely form
2 : a very high or the highest region on or as if on a graded scale <construction costs in the stratosphere> <the celebrity stratosphere>

Well... I guess it's not cloudy, but at least it's high up!


Yes stratos is a good candidate, but ill keep Cloudcity as a projectname to avoid any confusion until the map is actually finnished.

? quote:

Entities can just be placed in the 3D skybox, only no player starts. The Valve wiki states that players and other objects cannot enter the 3D skybox, but any entity can be used within it.


Hhrrm! Guess i misunderstood the Source Wiki... Very good news indeed. Hopefully i will be able to make some real nice s**t in the 3D-sky... Hopefully.

? quote:

So theoretically you should be able to create similar sky boxes to UT. Look at moving clouds, maybe some small ships or combine stuff flying around, fog, etc.


Yes, thats what im aiming on. Hopefully it will turn out as i want it to.

? quote:

I would think that if you had a very large scrolling sky texture of some sort that you could have it exceed the edges of the visible sky but have say very broad edges of sky material to hide it in. In this way, you could have a slowly moving sky without any repeat say in a 15 minute frag.

In fact, with the texture being transparent, you could have multiple ones at different heights and densities to simulate cirrus and cumulus clouds perhaps.


Good suggestion, however it feels like an old school solution. I found some interesting stuff at the source wiki about Counter-strike source maps which uses cloud models.

? quote:

I like futuristic citiy themes a lot. My first impression of the screenshots was that they are _very_ dark. If someone plays the map on a sunshiny day he might not see much.


People has always complained about that in my maps when they have seen the screenshots. However, i have never heard anywone complaining about the darkness when they have played ingame.





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