Citizen arms by tnkqwe

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Map Description

You ere a normal citizen.But in the city is hapening something not usual-chaos.So,using your Citizen arms you must shoot your way forward to hwo knows where...even I dont know where...
Visit
http://www.moddb.com/mods/citizen-arms to see screenshots and things.
I am using Half Life FX 0.5 and I'm waiting fo HLFX 0.6 so I can gat my hands on the code.

Discussion

Posted by tnkqwe on Mon Aug 30th 2010 at 8:39am
[Author]

I have posted some news on the mod's profile at www.moddb.com:
http://www.moddb.com/mods/citizen-arms/news/textures-and-new-map1

After that update there has been quite allot of work behind the scenes- a corridor with allot of details, such as pipes, wires, doors, windows and other stuff. I have also started to experiment with the HINTSKIP brushes- they work really nice.
Here are two screen-shots showing the work:
[URL=http://img824.imageshack.us/i/ca0new0000.png/][IMG]http://a.imageshack.us/img824/4938/ca0new0000.png[/IMG][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]
[URL=http://img94.imageshack.us/i/ca0new0006.png/][IMG]http://a.imageshack.us/img94/740/ca0new0006.png[/IMG][/URL]

Uploaded with [URL=http://imageshack.us]ImageShack.us[/URL]

The map is not too laggy. I'm trying to make it as optimized as possible. Using the HINTSKIP pyramid brushes I have successfully optimized the map on some places.
I am really satisfied with all of this work.
Posted by Riven on Mon Aug 2nd 2010 at 10:51pm

Geeze, that's looking pretty nice! That stone texture looks like it might have bump-mapping...-almost. The lighting is somewhat varied, and there is plenty of brush-detail. I'm liking it a lot. If this mod is so big, you should probably release it in installments! I can't wait to play! :hee:
Posted by tnkqwe on Sat Jul 31st 2010 at 10:56am
[Author]

Like usual, I'm working on more than one project at a time (right now I'm working on sc_ammo_share). That's why I'm not making updates so often. :stirring:

I have decided to recreate the first map, in order to to make it fit with the storyline and because I have a better idea. I have also made a few new textures. But I still can't understand why are the Detail textures still disappearing or not appearing at all. I'm not really sure, but I think it is because of the GoldScr limits.

So, here is some more work behind the scenes.
[URL=http://img213.imageshack.us/i/ca0new1.jpg/][IMG]http://a.imageshack.us/img213/7461/ca0new1.th.jpg[/IMG][/URL] [URL=http://img408.imageshack.us/i/ca0new2.jpg/][IMG]http://a.imageshack.us/img408/7601/ca0new2.th.jpg[/IMG][/URL] [URL=http://img825.imageshack.us/i/ca0new3.jpg/][IMG]http://a.imageshack.us/img825/7272/ca0new3.th.jpg[/IMG][/URL] [URL=http://img541.imageshack.us/i/ca0new4.jpg/][IMG]http://a.imageshack.us/img541/3111/ca0new4.th.jpg[/IMG][/URL]

And still, I'm looking for a skilled team. If you are (and if you want to join me) or if you know someone (who would like to join me) who is a modeler, coder, music artist e.t.c., send me an e-mail, a private massage or something from the sort.
Posted by tnkqwe on Sat Jul 3rd 2010 at 4:23pm
[Author]

Riven said:
The surface for say, the wall might look different every time you'd load the map?
No. The surface will always look the same. It's made from more than 1 part. In my case I have 3 similar textures (textures a, b and c), and the parts of the surface are textured like this: part 1, texture b; part 2- a; part 3- c; part 4- a e.t.c. I do the texturing of the faces manually.
Posted by Riven on Sat Jul 3rd 2010 at 8:56am

Wow, it looks like this mod is really coming along! Those cliffs look really really nice for GoldSource! Hell, they look nice for Source too! Yea, now that you've mastered detail textures and creating textures in general for GoldSource, you really are set free to make all kinds of neat scenes and details.

The higher-res textures you made look really impressive. Now while I don't understand the randomly changing textures you showed above, I think I get what you're trying to do. The surface for say, the wall might look different every time you'd load the map? If that's the case, I don't think anyone would notice, in other words, it may not be worth it to apply such an effect to just a random wall. Perhaps that effect would better be served for more noticeable things, like a billboard sign, or different route paths turned on or off that could coincide with a func_wall that toggled to make the path physically different each time you played.

Either way, I hope your experimentation pays off if or when you get this mod released.

Thanks for keeping us updated!
Posted by tnkqwe on Sat Jul 3rd 2010 at 8:05am
[Author]

I'm using the HLFX editor.wad file. You can also use the zhlt.wad. But you can make one yourself.
But if you are going to make a whole new texture pack with textures such as NULL, CLIP e.t.c. you better copy a SKY texture from somewhere else, because if you make one yourself, you might make it with wrong size and wrong color. This way the sky in game might get ****ed up.
And don't forget to add BEVEL. This is really handy when you are making triangle terrain. the BEVEL texture acts like a NULL texture but also doesn't expand when generating clip hulls. It can be used to eliminate exterior corner clipping bugs without using "-cliptype precise" (although "-cliptype precise" is still the recommended method for removing clipping errors, as this feature is experimental).
Posted by Niborius on Sat Jul 3rd 2010 at 7:37am

I really love the way it looks, and it must be great to walk between those mountains in-game :D

You are having fun making this, and that is, in my opinion, the most important thing.

Question though, where did you get the NULL texture from? I was always looking for it but I could only find ones for cs 1.6, and not for HL

Edit: Congratz on your 500 post count :cowjump:
Posted by tnkqwe on Fri Jul 2nd 2010 at 10:36am
[Author]

Have in mind: the last 3 images are from my test map. It has nothing to do with the original maps.

So, here is some of the work I have been doing behind the scenes:
User posted image
User posted image
User posted image
User posted image
This bridge is made by using the Block tool and the Vertex tool. I haven't used rotation. The bridge is parallel neither with X nor Y.

The next two images are just a demonstration to show how the detail textures work. The original textures' scales are 64x48 and the detail textures' scales are 256x192. The result:
Original textures:
User posted image
With detail textures:
User posted image
I have also tested a new technique. I have 2 or more similar textures that repeat randomly. What I mean is this:
In editor:
User posted image
In game:
User posted image
I'm really satisfied with all of this work. The best thing about it is that's it's not really difficult and it's quite fun. I can show some of the other new textures. But later. When I start using them in game. :hee:

Edit:
I'm from Bulgaria, not from Russia. The languages are quite similar.
Posted by tnkqwe on Thu Jul 1st 2010 at 9:52pm
[Author]

The latest news about the mod can be found here:
http://www.moddb.com/mods/citizen-arms/news/news-i-coludnt-hide-it-anymore

Right now I'm working behind the scenes like usual. I'm working on the 9-th map, I'm making more new textures and I have used some of my custom textures in the first map. Like I said in the 2010 holiday thread, I have a new camera and have started to make photos of surfaces in order to make textures. I'm getting skilled at this quite fast. I'm also searching for a place from where I can get photos for sewer textures. But if there is a way to make sewer textures by editing other textures, I'd like to learn it.

P.S. If you know someone who is an experienced modeler, or coder, or music maker e.t.c. (except a mapper) of if you are experienced with something yourself (except with mapping) and who would like to team up with me, please tell me.
Posted by tnkqwe on Sun Apr 4th 2010 at 7:14am
[Author]

You will need stronger brightness in order to see the environment more clear.
Try to see the reflexions of the lights in the water. I like HLFX because of it's stability and great effects. Although it's a bit heavy for my PC because of the effects, I still use it. I can easily make sure that the maps are optimized because I have an old PC.
User posted image
I'm somehow very satisfied with this one. I didn't gave much effort in it. I think it's the atmosphere.
Edit:
User posted image
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