dm_stonepark by Juim

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Map Description

A concrete and steel serenity park nestled in a downtown area adjacent to a closed subway station. Lots of art/architecture, and teleporters to help with connectivity and layout. Hope you enjoy!
Juim

Discussion

Posted by Orpheus on Sun Mar 25th 2007 at 7:35pm

reaper47 said:
Well, the cubemaps are automatically saved to a path inside the bsp (like the bsp was a zip-file) and the path-name is that of the bsp. So... renaming the bsp causes the game too look at the wrong path ("../oldmapname")
.
I'm not trying to be difficult but that still doesn't make sense assuming the machine that is playing the renamed map never built it in the first place.

I mean, I might not have steam in program files, so the path would be different even without renaming it.

What am I still missing?
Posted by reaper47 on Sun Mar 25th 2007 at 7:30pm

Well, the cubemaps are automatically saved to a path inside the bsp (like the bsp was a zip-file) and the path-name is that of the bsp. So... renaming the bsp causes the game too look at the wrong path ("../oldmapname")

I'm writing a cubemap tutorial. I don't know how much info would be helpful but there still seams to be a lot confusion about how they work. Should be up within the next week.
Posted by Juim on Sun Mar 25th 2007 at 7:27pm
[Author]

Yah some clarification would be nice. Crono? we need one of your patented 3 paragraph techsplanations on this :cool: .

Also, I could'nt stand it. Heres a link to Alpha3 with cubemaps built,the door textures replaced(although from within my texture browser Reaper, those look suspiciously like hl2 textures. They are metal/metaldoorc17 or some such) and the statues can be thrown now, but you have to physycally touch them or throw a grenade at them to get them to move. I'll refine those parameters soon.

http://gamersdiner.com/downloads/dm_stonepark_alpha3.zip
Posted by Orpheus on Sun Mar 25th 2007 at 7:00pm

Kasperg_JM said:
Renaming the bsp changes the part of yourmapname, so it can't find the cubemaps next time you load it.
Yeah, so? I mean if its saved in the bsp then its saved. If you work on it again and have to re-run cubemaps then I see an issue, but no one releases anything but the bsp and cubemaps runs perfectly fine on their machines after they place the bsp in their maps folder.

Unless I am missing part of the puzzle and no one is saying what, then how can the cubemaps be saved inside a bsp, and suddenly go missing just by renaming? (assuming, no further works was done.)

Lets say I download a kasperg HL2 map and its 100% OK. I decide I don't like the name for some reason and rename it. Will the map now be 95% OK because somehow the cubemaps has gone out the window?

I'd like a clarification on how cubemaps works, and then doesn't.
Posted by Kasperg_JM on Sun Mar 25th 2007 at 6:06pm

Cubemaps are internally saved with this path:

materials/maps/yourmapname/folder_where_the_material_is/

Renaming the bsp changes the part of yourmapname, so it can't find the cubemaps next time you load it.
Posted by Orpheus on Sun Mar 25th 2007 at 4:58pm

Juim said:
I did run the commands and buildcubemaps, but then I renamed the bsp. Apparently, hl2 keeps the cubemap info somewhere else outside the bsp under the name of the map. I will fix it and repost under alpha3 next week sometime.
Now, I admit my ignorance about the inner workings of HL2 but that doesn't sound probable for the simple fact that when you distribute the map, you don't send this "outside" file with it.

In all probability, it stores it in the bsp just as if you wadincluded a custom texture in HL1. Renaming a bsp doesn't alter its contents.

Map looks great though.
Posted by Riven on Sun Mar 25th 2007 at 4:34pm

That's probably it about the cubemaps, but just be sure your getting the most accurate reflections: place cubemaps for static geometry and static props at least 16 units away from any surface in order to best represent the world around them for reflections.

However, for NPCs and the player it should be placed at least 64 units off the ground to better represent the surroundings.
Posted by Juim on Sun Mar 25th 2007 at 4:16pm
[Author]

I just figured it out. I work on the map in the editor under the name nextmap.

I did run the commands and buildcubemaps, but then I renamed the bsp. Apparently, hl2 keeps the cubemap info somewhere else outside the bsp under the name of the map. I will fix it and repost under alpha3 next week sometime.
Posted by reaper47 on Sun Mar 25th 2007 at 4:08pm

2.) I did the cubemaps as prescribed, sv_cheats 1, buildcubemaps, map dm_stonepark_alpha2. I did see the actual map reflected in the scope of the crossbow and on the floor reflections in the terminal, but I cant explain the outside error. Does cubemap height have anything to do with error rendering like that?
Totally strange. :sad:

About the art pieces: Just turn them into a func_physbox. The lighting will "stick" to them which could make them look odd if they had extreme shadows on one side (which I think they haven't). Using the "don't move" or "enable movement on physgun grab" flags should make them wait nicely in the air until grabbed.
Posted by Juim on Sun Mar 25th 2007 at 3:57pm
[Author]

Thanks Reaper for your timely response.

1. I keep forgetting to switch out the doors texture. I assumed it was HL2 standard. Will switch it.

2.) I did the cubemaps as prescribed, sv_cheats 1, buildcubemaps, map dm_stonepark_alpha2. I did see the actual map reflected in the scope of the crossbow and on the floor reflections in the terminal, but I cant explain the outside error. Does cubemap height have anything to do with error rendering like that?

3.) I would so dearly like to not cut the map in half, but in the end I will do whats best. I was thinking of adding some teleporters to the extreme north and south of the map to help with connectivity. I was also thinking of having trains randomly crossing on the inner tracks so as to add to the ambience/danger of crossing repeatedly.

4.) I'll see what I can do about that gap.

5.) I'm afraid I'm goingto need a tut on making those art pieces into throwable models, as I can't see a way to do it in hammer. Any help there would be greatly appreciated.

6.) Also, future plans are that I hope to include a 3d skybox, and on the road outside, I'm thinking of adding a tunnel (blocked to exit) so as to make the outer area a bit more believable.