Compilation Map 2008

Compilation Map 2008

Re: Compilation Map 2008 Posted by Le Chief on Mon Nov 24th 2008 at 7:39am
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Posted 2008-11-24 7:39am
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Awesome! I can't wait to see what your cooking up, I know its going to be awesome, I have seen your other work :).

Do you have any screenshots or is it still a secret :dodgy:?

If you need any help, give us a yell, I'd love to help ya out ;).
Riven said:
Aaron's map has SOO many static props...
:hee:
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Tue Nov 25th 2008 at 4:55am
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Well, as promised here are some screenshots of the overview of the map. Note however, the paths connecting each level may not be so strait-forward, BUT the distances involved amongst the levels are permanent (unless it NEEDS to be changed for whatever reason).

I didn't take any in-game screenshots of the different parts of levels because they look the same, nothing is supposed to change about them anyway, so if you want to see them, just load up the first page of this thread with the screenshots already taken.

Here's the current overview:
User posted image
Note how My map is not rotated, and because of which, the corridors leading to the exits are fairly long, this is because of a lot of the entities, when rotated lost their original angles and were spinning and moving in the wrong directions, Instead of hassling with this (easily a couple of days' work) I left it at its original angle to prevent from all the moving parts from messing-up; Hopefully this won't be too cumbersome on the gameplay, but we'll see.

Here's a shot of some of the new hint brushes I've applied to aaron's entry:
User posted image
So as you can see, there is more under the pie crust than you can taste.

-And that's all I have for now! Ask me any questions you may have because the download should be coming soon too!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by haymaker on Tue Nov 25th 2008 at 7:09am
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Posted 2008-11-25 7:09am
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Nice work Riven, I can only imagine the amount of work going into this. I can't finish my own maps let alone a pile of everyone else's!

Too bad those corridors have to be so long, but c'est la vie in this case I suppose. What's your VVis time so far?
Re: Compilation Map 2008 Posted by Riven on Wed Nov 26th 2008 at 6:53pm
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Vvis actually runs pretty fast. When I go to compile with everything on normal, the entire compile process takes exactly 15 minutes. Vvis alone on normal takes about 1-3 minutes. So, It's gotten to the point where I can watch an episode of Southpark online while it compiles. I'm compiling with an Intel Core2 Duo (T7700) @ 2.40GHz with 2 GB of RAM on Vista. I expect everything to double when I add-in the train parts. But when I compile for optimization testing, I don't run Vrad, and sometimes, I'll run Vvis on fast just to see if the areaportals work. -And those compiles are usually 5 minutes or less.

Also, I've decided to take a sample of hlife_hotdog's diagram and instead of having the train loop around the level, (like I have it in the other diagrams) it will only go back and forth between two endpoints. It makes more sense I think, plus saves the file size! There will still be three stations though (one in the middle). Also, I plan to fit Zein's map as part of an exit from one of the train stations. Because you can only move in one direction, (that is, you drop down from the top and can't climb back up, so you have to leave through the only exit). I'll try to finish up the goals I have for Alpha 1 tonight and get it out tomorrow probably :)
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Re: Compilation Map 2008 Posted by Le Chief on Thu Nov 27th 2008 at 9:26am
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Posted 2008-11-27 9:26am
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Man, glad to see this is getting some momentum!
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Re: Compilation Map 2008 Posted by Riven on Sat Nov 29th 2008 at 10:53pm
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At last, the first alpha is complete you may download it right here: spcm2_alpha1.

Be sure to read the readme, and keep in mind I would like to see some recorded demos of your first playthoughs! They help out more than you think! You can send any demos via any of the contact links listed in the readme, or just post them here in this thread. Anyone is welcome to download this map and check it out!

-The original post to this thread has been updated with a link as well.

Enjoy!
-Riven
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Re: Compilation Map 2008 Posted by haymaker on Sat Nov 29th 2008 at 11:18pm
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Posted 2008-11-29 11:18pm
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Woohoo! Way to go Riven, three cheers for reaching a milestone. Will check it out tonight!
Re: Compilation Map 2008 Posted by Le Chief on Tue Dec 2nd 2008 at 11:01am
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Posted 2008-12-02 11:01am
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Alrighty, here is the demo.

Here are some of my thoughts:
  • Damn those hallways are boring, I really hope they are made shorter, less linear and way more interesting. I really hope we implement some crazy ideas such as the underwater idea or outer space etc for those hallways.
  • Riven's map really slows down the gameplay, not that this is particularly a bad thing, but I wonder how it would play out with alot of players, would there be any conflict with the use of those movable rooms?
  • RedWood's and Hotdog 2's section feel isolated. Dead end, argh!
  • Hmm, performance dropped on Hotdog 2's map.
  • Blowing up the explosive drums is fun.
  • I wonder how it would play out with teleporters at the end of the existing unused possible entries/exits
  • Overall, I think Riven has done a good job :).

Aaron's Stuff
Re: Compilation Map 2008 Posted by G4MER on Tue Dec 2nd 2008 at 8:49pm
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How do I play DEMO's?

Oh crap I forgot to get you the award hallway!
Re: Compilation Map 2008 Posted by Riven on Tue Dec 2nd 2008 at 9:33pm
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Thanks for the feedback aaron.
aaron_da_killa said:
  • Damn those hallways are boring, I really hope they are made shorter, less linear and way more interesting. I really hope we implement some crazy ideas such as the underwater idea or outer space etc for those hallways.
  • Riven's map really slows down the gameplay, not that this is particularly a bad thing, but I wonder how it would play out with alot of players, would there be any conflict with the use of those movable rooms?
  • RedWood's and Hotdog 2's section feel isolated. Dead end, argh!
  • Hmm, performance dropped on Hotdog 2's map.
  • Blowing up the explosive drums is fun.
  • I wonder how it would play out with teleporters at the end of the existing unused possible entries/exits
  • Overall, I think Riven has done a good job smiley.
Ok, first things first: The hallways could potentially be pretty boring; I agree. But they have a lot of potential to really create interesting conflicts. That-is, if we use new concepts for DM. I was thinking of a moving ramp. You know, they kind you can stand on and they get you from one end of an airport the the other? Basically a conveyor belt? Well, imagine two conveyor belts that had a system of letting only one person on them at a time. and they were parallel with one another. Well, there could be a glass wall that separated both of them and there would be windows along the glass wall that would open up to allow for gun fire along the way. So if one person was following a weaker player and they both hop onto a conveyor belt, then one player could potentially even the odds by deploying off handed tactics, like walking in the opposite direction to 'stand still'.

-About Redwood's and Natus' maps; they will be connected to the train stations which is what I'm working on for Alpha2. Plus they will serve as the spawning grounds for blue and red team. So if there is teamplay enabled, then you will familiarize yourself with either of those two levels easily allowing them to become the most played areas of the level. The train will be split up into three stations. One station will connect to Natus' map, the middle one to aaron's and the last one to Redwoods. The train will go back and forth, and not loop. So it will be visiting aaron's map every 30 seconds or minute (depending on how fast it goes).

Just like in aaron's map, I performed a lot of work in hotdog's 2nd map (the cave). Essentially, the map was the box with all the displacements running at one time. Regardless of where you were in the level, your computer would have to render everything, even if you couldn't see it. To help this, I completely removed the outer walls to hotdog's map and began to break it down. I discovered several 'cut points' that I could create critical visleafs at in order to break up the rendering time. You will notice that as you travel to the top half of the map, it should run a little bit fast, because the bottom part should not be rendering. and vise versa when you are at the bottom part. I still had trouble (will need more tweaking) by not having the top portion render when you were in the great expanse half of the level. Standing there, everything renders and it is quite annoying considering how pivotal that area is. That's why your performance dropped there probably. It can be fixed, but I will need to tweak it for Alpha2.

-Yes, my map does slow down gameplay A LOT. It's very noticeable and I hope it becomes a tactic when players decide to enter that section. However, it could turn out to be not very fun and just a resource waster, but we'll see when the first beta comes out.

Future goals for Alpha2:
-Implement train portions of the map and train logistics.
-Work more on player clips and optimization in target areas.
-Test HDR possibilities :P

A few questions for playtesters:
-How do you like the fog? It's not thick enough to affect performance, so it can be taken out without repercussions. I've noticed it lightens up the level quite a bit. If you go and play the original entries (by themselves) you will notice they are all A LOT darker than their compilation counterparts. I for one prefer their lighter version. Perhaps I will take some screenshots later to demonstrate. Haymaker already commented a lot on the design, so hats off for him too!

-Thanks again (and let's see some more responses please!)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by G4MER on Wed Dec 3rd 2008 at 12:23am
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I don't like it. It is not instinctive, where you think there should be a connection there is not.

Riven I got to see your map finally, and I have to say I would of not voted for it. It has some great movement and ideas, but there is too much going on, its not conductive to game play... also the sound is loud and annoying.. you don't want to be near it for long.

It is also missing many parts.. the halls are just that halls.. you the man of architecture and substance just made square halls.. you gave me a long speech about my Lasertag map being too boxy and then give us this? Come on man. :roll:

Other than that I have to agree with Aaron assessment.

( I really need that Glow Ball for my lasertag map.. =))
Re: Compilation Map 2008 Posted by haymaker on Wed Dec 3rd 2008 at 12:27am
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Does anybody remember what causes the fatal "dispinfo:displacement count dont match: ( integer ) ( integer )" error?

I get it on any demo, whether thru demoui or playdemo command. sucks
Re: Compilation Map 2008 Posted by Riven on Wed Dec 3rd 2008 at 12:57am
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Muhnay said:
I don't like it. It is not instinctive, where you think there should be a connection there is not.

Riven I got to see your map finally, and I have to say I would of not voted for it. It has some great movement and ideas, but there is too much going on, its not conductive to game play... also the sound is loud and annoying.. you don't want to be near it for long.

It is also missing many parts.. the halls are just that halls.. you the man of architecture and substance just made square halls.. you gave me a long speech about my Lasertag map being too boxy and then give us this? Come on man. :roll:

Other than that I have to agree with Aaron assessment.

( I really need that Glow Ball for my lasertag map.. =))
Well, the map layout isn't finished yet. The square halls are just halls because they are place holders. I didn't go through them and give 'em any detail whatsoever yet. Don't worry, there will be detail there and they certainly won't look like that for long :lol:.

-I'll tone down the sound/noise from my area for next release.

-About my map not being conductive to gameplay: It may very well not be, I dunno to be honest. Yes there is a lot going on with it, but that was the point. 'Machinery' was the theme, and I thought "lots-o-moving parts". -So that's what I did. I hope it does become fun to play through, but we'll see when the first beta comes out to actually PLAYtest, and not just Frame-rate test.

-Thanks for the crit. (you didn't take my dissemination of your lasertag map too harshly eh? :grenade: )
Blog: www.playingarchitecture.net
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Re: Compilation Map 2008 Posted by G4MER on Wed Dec 3rd 2008 at 3:22am
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No not at all.. If I could put the vision in my head to hammer and make it come out.. I think you would be amazed.. I don't have the skills yet to get it where I want, and as you know its a CSS map, and laser tag arenas tend to be boxy.

No there are things in your map I wish I knew how to do.. the gears turning and all that is just F'in sweet. One other thing about yours that kinda bugged me were the textures.. I felt like I was back in HL1.. and I feel as if you could do so much more with it.. but then again I can look at it and say this is a big machine the parts are worn and dirty so it works.
Re: Compilation Map 2008 Posted by Le Chief on Wed Dec 3rd 2008 at 5:29am
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muhnay said:
No not at all.. If I could put the vision in my head to hammer and make it come out.. I think you would be amazed.. I don't have the skills yet to get it where I want, and as you know its a CSS map, and laser tag arenas tend to be boxy.
Perhaps you ought to put pen (or pencil) to paper and draw yourself a floor plan or some sort of layout for your map, I find it helps when your constructing a map. Might also be a good idea to do a google search for "laser tag" and "laser tag arena" to get yourself some soild images to work off. Images such as this, this, thisand this may aid you in the creation of your map.

Remember, you can always make a thread in the maps fourm, or use the WIP Screenshots thread to get some screenshots out there and get some comments on your map.
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Re: Compilation Map 2008 Posted by DrGlass on Sun Dec 21st 2008 at 11:48pm
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Hey everyone. I've just been talking to Riven about all this, and while I didn't read through the whole thread I did take a look at the proposed layouts and the alpha map.

I'm glad to see this idea resurrected! Just as I resurrected it some time ago.

I gave the map mosaic thing a LOT of thought a few months ago, and I've got some advice and suggestions for yall.

The different areas look great, very cool, but the layout is WAY too spread apart and linear. There is a hint of vertical(ness) in the layout, but it needs much more. Try stacking areas, OR don't line up their base line. For instance: have stairs leading up into a cave, or have the cave exit onto a cat walk over the studio set. The biggest hurdle with this kind of project is making a product that people WANT to play.

This is such an excellent first step.

as for the long term suggestions, well first off you'll want to avoid the free-for-all in the structure of the map. Define a layout, made of cubes with pre-defined "portals" between them. Distribute the individual areas freely then start fitting the map together like a puzzle as people turn in areas. Ideally you would design the areas so they could be interchanged.

**Perhaps you could have a contest to see who can put the map sections together in the best way!

So those are my thoughts, I'm going to try and stick around the forums and site. But if I'm not around and you guys are ready to start #2 or need help finishing this one just e-mail me. drglass@gmail.com
Re: Compilation Map 2008 Posted by G4MER on Mon Dec 22nd 2008 at 3:27am
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DR. GLASS! How the hell are ya? Hows the art school going? Hope all is well with you.. missed ya buddy.. tell MUHNAY all about it!
Re: Compilation Map 2008 Posted by Riven on Mon Dec 29th 2008 at 4:32am
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Well, I've been silent on the project now for a good 3 weeks I suppose. The New Year holidays however has given me some time to work on it a bit. I don't have the second alpha ready yet, and I won't give a release date for it either (as I found out I'm horrible at attempting to keep dates). So many other factors I can't count on keep me from working on the map.

But, I'm jugging along with it, and I've added on the rest of the areas and also started working on the detail of the links between them. The closest one I'm almost finished with is the link between hlife_hotdog's cave map and aaron's map. I was trying to think of some reasonable place that could link these two together, so I started some drawings and came up with a loading dock of some sort. If you've played the alpha1 map posted in the first post of this thread, I kept true the distance between them, but the area is no longer a dev-mapped hallway, instead, it looks like this right now:
User posted image
It's not finished yet, but that's pretty much it on the architecture I think. There's a static lift (used to bring down crates) at the top of the hydraulics. and the hole in the bottom is where hlife_hotdog's cave connects. The player can continue past the hydraulic legs and up some stairs and through a door to turn a corner where he will see the entrance to aaron's map. -And that's all there is to it!

-The next phase is to get all the train stations connected. I have two from haymaker, but I could use another one that looks different. My original plan was to duplicate haymaker’s first one but I thought that would look a bit bland, so if anyone is looking for a small mapping project, I'd say you just bagged yourself one. Let me know if you're interested so that we don't have several people working on one at the same time. -We only need one more!

-That's all for now; I'll get back in touch with another update soon... :D
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
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Re: Compilation Map 2008 Posted by Le Chief on Mon Dec 29th 2008 at 8:06am
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Whoa Riven, looks nice! I really like the height variation in that one for gameplay and aesthetic purposes. Not sure how a truck would get in there unless if there unless if there is a large door you might have thrown in that we can't see in the screenshots.

Appreciate you keeping us all updated, please.. please let me know if there is anything I can do!
Aaron's Stuff
Re: Compilation Map 2008 Posted by Zein on Sun Mar 22nd 2009 at 8:42pm
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MORE PROGRESS PLEASE! i want to see this thing goin!
Re: Compilation Map 2008 Posted by haymaker on Mon Mar 23rd 2009 at 3:51am
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Zein said:
MORE PROGRESS PLEASE! i want to see this thing goin!
well Riven has said he needs more train station
Re: Compilation Map 2008 Posted by Le Chief on Mon Mar 23rd 2009 at 6:42am
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haymaker said:
Zein said:
MORE PROGRESS PLEASE! i want to see this thing goin!
well Riven has said he needs more train station
I hope Riven doesn't mind me speaking about this, I can't really think of any reason why I shouldn't, but I'm making a train depot for the compilation map, sadly, I haven't been able to work on it for a few weeks because I have been ridiculously busy with school and am working on a flash platform game for my multimedia project which I urgently need to get finished asap as the deadline looms and I have yet to do alot of programming and so on. I have a two week break coming up though in less than 3 weeks so it will most certainly be done by then. Here are some screenshots (really heavy wip, I'm not quite happy with it yet):
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
I'm going to use a few sharer effects (reflection/wet shine) and possibly use a custom rock texture for those rocky walls if Riven lets me but first I want to get the composition right and ofcourse get rid of those horrible overly bright halos around the lights. Any suggestions?

If anybody wants to help out with this map you should bug Riven about it, he might just assign a section to you ;). I know he is very busy at the moment.
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Mon Mar 23rd 2009 at 5:59pm
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Ah, yes, progress on the map moves ever slowly, but it refuses to stop! This part of the school year for me has become a bit more relaxed with me having more time out of the week to devote to the map itself without getting bugged by people I know.

Does that mean there will be more progress on the map in a shorter amount of time? -Truth is, I don't know. I still can't guarantee anything.

I don't mind farming out certain sectors of the map to people interested. I asked aaron to build a small train station map because we were actually lacking one. We needed 3 and I only had 2 to work with, so my options were to either build one myself, copy one I already had, or see if someone else wanted to do it, since I am already pressed for time. Aaron took the offer and has done a splendid job.

Now, what remains before we can make an Alpha_2 release is:
  • completing construction of train tunnels
  • Complete assembling train and get working with tracks and timing
  • Construct connection hall between Redwood's map and Hlife_hotdog's cave map
  • Construct connection hall between Aaron_da_killa's map and Hlife-Hotdog's "Valve Studios" map
  • Construct connection hall between Aaron_da_killa's map and Riven's map
  • Construct connection hall between Hlife-Hotdog's "Valve Studios" map and Riven's map
  • Construct connection hall between Riven's map and Natus' map
  • Add in spaces for individual trophy models and individual plaque decals.
  • Create Plaque decals and place in map.
Now any of the items in that list I have no problem lending to others to work on individually. There are no deadlines and I don't care who would want to do it. If you have time, you're eligible!
aaron_da_killa said:
I'm going to use a few sharer effects (reflection/wet shine) and possibly use a custom rock texture for those rocky walls if Riven lets me
-We're trying to keep the custom content on this map low. Beyond the trophies and decals, I would rather everything else be original assets from the game itself. That's how the competition was run, and that's how I think the map as an entirety should run. Normally I wouldn't care what content you'd want to use, but in this case I don't see the need to have wet rocks. If it's not in the original art assets of the game, then you'll have to find the next closest thing to it. That's the creativity in it. Using what's at hand to make something original.

And to show it's still in development, here's an In-hammer shot of the map in its current iteration:
User posted image

Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by haymaker on Tue Mar 24th 2009 at 1:34am
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Aaron, that looks stellar! Great job so far. Liking the use of space there. One thing, that platform looks high for the train itself, I forget what I set the original ones to but I know it was an easy jump onto them. I'll look at the vmf if I can get that hard drive to boot :(

Riven that top-down looks promising. Much has changed I see. Kudos for showing us the progress in your busy schedule!

Umm I have to insist you edit your to-do list so that I am not represented as the author of all those components lol
Re: Compilation Map 2008 Posted by Riven on Tue Mar 24th 2009 at 2:20am
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Woops, Fixed. I was writing that from memory, and I just thought "hmm, starts with an 'H' :roll:" And went from there. My bad.
Blog: www.playingarchitecture.net
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Re: Compilation Map 2008 Posted by G4MER on Tue Mar 24th 2009 at 5:46am
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Looking good.. Sorry I have not been more help to any of you recently.. I have been rather busy with my current project.

TOY SOLDIERS

http://s26.photobucket.com/albums/c149/MuhnayShot/Toy%20Soldiers/
Re: Compilation Map 2008 Posted by Riven on Tue Mar 24th 2009 at 6:36am
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Whoa, pretty neat there. You should start a separate thread about it and keep us up to date with it! I know I have a few questions I'd like to ask about it!
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Re: Compilation Map 2008 Posted by Le Chief on Mon Apr 20th 2009 at 8:49am
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Alrighty, latest screenshots of the train depot I'm working on for this map.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Going to polish a few things and the work on the soundscape for it and I think I'll be finished. Any thoughts?
Aaron's Stuff
Re: Compilation Map 2008 Posted by RedWood on Mon Apr 20th 2009 at 3:56pm
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Looking good!!!
The playable area in the thing is going to be huge.
Reality has become a commodity.
Re: Compilation Map 2008 Posted by Le Chief on Mon Apr 20th 2009 at 4:15pm
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Le Chief
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RedWood said:
Looking good!!!
The playable area in the thing is going to be huge.
Thanks, that exit pathway on the platform is actually leading to your map. I'm going to make a sign in decal form for that pathway like maybe "Loading Depot" or "Warehouse" or whatnot. I was wondering what exactly your map is and if you had any ideas of what you wanted on the sign, after it sort of "belongs" to your level in spirit.

I tried contacting you on steam but it seems you weren't there. ;(
Aaron's Stuff
Re: Compilation Map 2008 Posted by G4MER on Mon Apr 20th 2009 at 7:39pm
G4MER
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Posted 2009-04-20 7:39pm
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What Kind of crap is this?

The kind that makes you go :-o :flail: :-o :flail: :-o :flail: :-o !

And thats a good thing! Awesome work man.. it looks :-o :flail: :-o :flail: GREAT!
Re: Compilation Map 2008 Posted by Riven on Mon Apr 20th 2009 at 10:57pm
Riven
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Posted 2009-04-20 10:57pm
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@>Muhnay: lmao

-Aaron, that is looking really good! I like what you did with the actual platform. Looking very nice. -The tiles look good after all! The shelving unit on the left of the platform (looking towards the tracks) fits in nicely too.

Can you jump up on the platform? or is there a staircase around the back or something that we can't see. If there isn't I'd recommend adding one. It would have to be 'sunken into' the platform so as not to hit the tracks. Gameplay-wise, you should 'invite' the player down below the tracks. let them know there's something worth going for back there. Also, If you don't I will, but we can't let the players run up and down the train tunnel. I want that to be a non-playable space because as it's looking now, it's really long and boring. The only connections are the train stations, so I'd wish it if the players couldn't access the tunnel unless they were actually on the train. The trains doors would 'release' the players once they entered a train station, So like in haymaker's trains station, he added Combine shield walls. And in his other one, the train enters on a monorail, which I imagine will be electrified so as not to allow the player to walk their way down it too far (therefore discouraging them) -I'll add sparks and whatnot to make it apparent that it is dangerous.

-You already told me what you have in mind for the dead-end half of the tracks, and that's fine. Whenever you can, just send the .vmf to me via my e-mail, you have it...

-Looking good! Sadly, I have no updates, getting caught up in school and other non-digital interactions :fart: The little work I have done isn't worth showing at the moment, but I actually think I'll have some more time to work on this next weekend and get the tracks done... (finally) Remember, there other positions open for anyone interested! Remember when I posted:
my earlier self said:
Now, what remains before we can make an Alpha_2 release is:

1. completing construction of train tunnels
2. Complete assembling train and get working with tracks and timing
3. Construct connection hall between Redwood's map and Hlife_hotdog's cave map
4. Construct connection hall between Aaron_da_killa's map and Hlife-Hotdog's "Valve Studios" map
5. Construct connection hall between Aaron_da_killa's map and Riven's map
6. Construct connection hall between Hlife-Hotdog's "Valve Studios" map and Riven's map
7. Construct connection hall between Riven's map and Natus' map
8. Add in spaces for individual trophy models and individual plaque decals.
9. Create Plaque decals and place in map.

Now any of the items in that list I have no problem lending to others to work on individually. There are no deadlines and I don't care who would want to do it. If you have time, you're eligible!
^^^All that is still open to anyone interested! ;)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Le Chief on Tue Apr 21st 2009 at 1:32am
Le Chief
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Posted 2009-04-21 1:32am
Le Chief
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Thanks guys. :hee:
"Riven" said:
Can you jump up on the platform?
You can if you crouch jump off the tracks, I was thinking about putting a ladder there but I hate the way you have to do ladders in Source so I was going to let you do it :p . I'm not even sure how to do it.
"Riven" said:
but we can't let the players run up and down the train tunnel. I want that to be a non-playable space because as it's looking now, it's really long and boring.
That's fine but I think that we should force players to stay out, I really don't like the idea of clips or locking in the player. I think rather we should deter the players from entering the tunnel, best way to do that in my opinion is to kill players who venture in there, perhaps the rails should be electrified after all and we should have sections in the tunnel where the only thing the player can stand on is the rail thus leading to death (monorail as you said), the combine shields are ok I think but I kind of feel like its just a fancy clip brush. This is cool for a few reasons:
  • Where not forcing the player not to go in the area so player's shouldn't feel frustrated.
  • Player's can go in there if they want but they will die, so it keeps them out.
  • It means the railway tunnels in the map are a "mysterious area that people may think about". If I was playing a game and there was lava and on the other side, a mysterious platform seeming leading somewhere cool would I be interested on whats on the other side? Hell yeah, I'd think about it and try and get across. Its much like how some people had an obsession with the mysterious tower on the other side of the lake in the first level of Goldeneye.
Anyway Riven, I'll email you the vmf either tonight or tomorrow, I still need to work on a soundscape and I'm going to fix up a few minor things.
Aaron's Stuff
Re: Compilation Map 2008 Posted by RedWood on Tue Apr 21st 2009 at 2:22am
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Posted 2009-04-21 2:22am
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aaron_da_killa said:
Thanks, that exit pathway on the platform is actually leading to your map. I'm going to make a sign in decal form for that pathway like maybe "Loading Depot" or "Warehouse" or whatnot. I was wondering what exactly your map is and if you had any ideas of what you wanted on the sign, after it sort of "belongs" to your level in spirit.

I tried contacting you on steam but it seems you weren't there. ;(
Strange, i didn't get any incoming messages today.

The map is actually half loading dock half I don't know. :flail:

I went to think of a name for it and, i realized i didn't remember what it looks like to well. I had to go back to the beginning of this thread for a screen, lol. After a few minutes i came up with "Swing Dock". :cowjump:
You can use that name for the decal. With that name i trust your judgment. Thanks Aaron!

PS: Don't forget to delete that muffed fog entity.
Reality has become a commodity.
Re: Compilation Map 2008 Posted by haymaker on Tue Apr 21st 2009 at 4:42am
haymaker
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Posted 2009-04-21 4:42am
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Lookin good guys, nice to see some discussion on this.
  • Aaron, those screens are gold!yeah baby. The trams themselves are actually pretty low, though. The vmf I had resides on an infected, disconnected HD and I CBA to daisy chain it atm. Riven I wonder if you could quickly open up that file and take a measurement from the top of the rail to the top of the platform? The paths can be raised up, but it might look goofy having a space between the tram and the track, if it needs to be raised enough to be flush...
Also I would love to finish a hallway or do the path_track work, but I don't think I have time, having 2 other maps to get to release before I shut down the map shop in the summer. I'll take stock again mid-may see how Im doing.

edit, something just crossed my mind. It didnt hurt but left me thinking about the default light_environment that was in the original template. That light shows up the most in Redwoods swing-dock windows, and I was curious if there was some wiggle room in there for angles and brightness etc.
Re: Compilation Map 2008 Posted by Riven on Wed Apr 22nd 2009 at 3:51pm
Riven
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Posted 2009-04-22 3:51pm
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Alrighty, I checked the vmf and in both of your train station entries haymaker, you have the difference between the top of the track to the top of the platform as being only 30 units difference.

Also as of note: The current .vmf and .BSP compile are saved in 6 different locations. My desktop, my laptop, a separate hot-swappable laptop HDD, two flash drives, and a separate external 'backup' HDD. Also, the current working version (as I'm working on it) is instantly mirrored over 3 1TB drives in case of possible hardware failures. So I'm pretty sure I won't be loosing it anytime soon. (each of these locations are also in different places in case of fires or natural disasters). I've had my deal of lost data in the past and don't expect to encounter it again!

Now, talking about the light_environment: What did you have in mind for changes on that haymaker? I'm sure we can tweak it; yea.

-@ RedWood: I think about the fog every time I run through your map. The fog is now universal, so I'm not sure if it'll be coming out now, but once I get the other pathways finished, I'll do some visual passes to see what it looks like without any fog (the whole compilation map that is) not just in your section. So, we'll see.
Blog: www.playingarchitecture.net
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Re: Compilation Map 2008 Posted by RedWood on Thu Apr 23rd 2009 at 12:20am
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Posted 2009-04-23 12:20am
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Having fog is fine. I just don't want it to be as thick as it was when i entered it. Fog wasn't showing on my computer at that time for some unknown reason and thus my entity was far to high with out me knowing it. :oops:

Uhhh, i just checked and i don't have a copy of my entry. I can't remember if i use a light_environment or not. I think i would have know better not to use one because of the compilation map but if i did... I'd like to redo the lighting and send it back as a prefab. Did I use a light_environment or not???
Reality has become a commodity.
Re: Compilation Map 2008 Posted by haymaker on Thu Apr 23rd 2009 at 5:07am
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Posted 2009-04-23 5:07am
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yeah Redwood there was a default light_env in the template. Your standalone bsp had a fair amount of light coming through the windows, it made for a nice bright map.

I don't have any suggestions really for alterations to the entity, just curious how it would affect things if it were adjusted to a warmer colour maybe, as default is pretty cold.

Riven, that seems right thanks... Aaron, what would happen if you raised just the track section at the platform to that 30 unit difference?
Re: Compilation Map 2008 Posted by RedWood on Thu Apr 23rd 2009 at 6:13am
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Posted 2009-04-23 6:13am
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haymaker said:
yeah Redwood there was a default light_env in the template. Your standalone bsp had a fair amount of light coming through the windows, it made for a nice bright map.
Thanks

If there was one on there by default then i probably modified it. I'm worried about conflicting lighting sachems. The shadows i have casted on the wall are important to me. So the pitch and even the color matter to me. I'm sure i can do it all based on light_spots. Does anyone hear have a copy of my entry? I accidentally deleted mine when i reformatted (and boot and nuked) my hard drive. I'd like to take a look at it again. Or i could just get a copy of the compilation map. Ether way. :cowjump:
Reality has become a commodity.
Re: Compilation Map 2008 Posted by Le Chief on Thu Apr 23rd 2009 at 7:51am
Le Chief
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Posted 2009-04-23 7:51am
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haymaker said:
Aaron, what would happen if you raised just the track section at the platform to that 30 unit difference?
Well not much, would just need to modify a few things around it, the player wouldn't be able to crouch jump off the tracks onto the platform anymore. If any adjustments need to be made to the train depot I'm working on I think I'd prefer if the track was sunk as opposed to raising the platform. I don't think I need any adjustments though.. it was a long time ago, but I'm pretty sure I checked that everything was the right height for the train.
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Mon May 25th 2009 at 8:40pm
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Ok, School's out for Summer! -And now I have less to worry about and can focus on the map! Here's an update of what I am currently working on:
User posted image
-So we agreed to have a train throughout the map yes? -and because there is a train, there must be a train tunnel. So I hammered out a train tunnel that would span over the map and connect associated areas together. Upon making many test compiles of it (including a 30 min. full lighting compile) The map simply couldn't handle the number of twists and angles of all the track pieces (the actual tunnels themselves, if not lined up to the grid was too much for the engine to bother rendering even when split up). So I swallowed the sour pill and realized that the tunnel geometry would just have to be modeled so that vis could have an easy job. There is literally about 1/2 a Kilometer of track that spans over the course of the map. And in some situations, because the track would take even longer routes to reach some places, I will have to resort to some sneaky techniques to 'teleport' the train and everyone in it through a dark void in the tunnel in order to not have to render some portions of it (see below).
User posted image
So, with the tunnel almost done in XSI, I'll port it all into hammer as static models and render the outside around them as nodraw boxes so that vis can cut them up accordingly and bask in the rays of an all-orthogonal tunnel.

I must admit, I'm not pro at XSI (or any modeling package for that matter) and it has taken me a great deal to get where I am. I used to do a little modeling back a couple of years ago, so I'm having to re-learn all the controls and schisms involved with trying to get what I want. So, needless to say, I'm re-acquainting myself and am chugging along faster with it as I go.

Ok, here's one final diagram to explain how the track will loop through the level.
User posted image
-Ok, here we see stations A-C. The train will move from A to B to C and then back to B then back to A. The train will go back and forth through 3 stations rather than make an actual loop, so the middle station will see the most action. In this diagram, you can also see where exactly the train teleports in order to jump from one track to another. The train will teleport in both directions. Once when it is going from A to B and a second time when it is traveling from B to A.

In the long portion of the track, I decided not to teleport it again, as seeing, I'm sure some folks would want some train action. That is to say, the train would speed up along this portion of the track so that it would not take soo long to travel. If players wanted time to cool down or time to plan, they could sit it out in the train during this part. There may be some server issues with this, but that will have to wait until testing. I think reaper has some experience with tracktrains in hl2dm, so maybe he could shed some light on the situation.

There will be one car for the train itself as opposed to two. Two cars would be too much for the server to calculate especially if they are 'anchored' to one another and pivot as they go around corners. I'll admit that it would be cool to jump from one moving car to another, but it would probably too much for the server to render simultaneously, since func_tracktrains are server side.

-Well, there you have it; the latest update on the map. I'd like to have the tunnel models done by the end of the week, if not sooner. If I can get it done in time! :flail:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by RedWood on Mon May 25th 2009 at 10:22pm
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Posted 2009-05-25 10:22pm
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Wow, you have put a lot of work into this. Keep up the good work.
Reality has become a commodity.
Re: Compilation Map 2008 Posted by haymaker on Mon May 25th 2009 at 10:53pm
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Posted 2009-05-25 10:53pm
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Yeah looks great Riven! Awesome update.

I'm curious how you dealt with the turning radius problem, those corners look hella smaller than the ones I needed to make the train not collide with the wall. I guess if they're static props they could be made nonsolid? or did you come up with another solution?

And I'm inferring that you plan to have lighting throughout the tunnels somewhat?
Re: Compilation Map 2008 Posted by Le Chief on Mon May 25th 2009 at 11:39pm
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Posted 2009-05-25 11:39pm
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Riven, really great stuff man. :cowjump:
Riven said:
So I hammered out a train tunnel that would span over the map and connect associated areas together. Upon making many test compiles of it (including a 30 min. full lighting compile) The map simply couldn't handle the number of twists and angles of all the track pieces (the actual tunnels themselves, if not lined up to the grid was too much for the engine to bother rendering even when split up). So I swallowed the sour pill and realized that the tunnel geometry would just have to be modeled so that vis could have an easy job. There is literally about 1/2 a Kilometer of track that spans over the course of the map.
Why do we need so much track for? I mean, this doesn't have to be exactly like a conventional train does it? We can stylize it up a little. Instead of having a large and very bulky curve couldn't we use turn tables instead? I think it would be more suitable than having large bulky track sections, although it would be sweet riding through them at full speed!
Riven said:
The train will teleport in both directions.
I don't think teleporting is such a good idea. It's always a little sad for me when I see shortcuts in games and the notion of having the train teleport feels like a shortcut to me. I think that with the use of turn tables, we could build much shorter sections of linear, 90 degree track (which is much easier than curves) and if we simply optimize the speed of the train so that it travels at a comfortable speed for a multiplayer game, players would enjoy or wouldn't be pissed off by a trip in the train even though they want to get to the next station and get some frags asap.

I gotta say though, looking at the images of the rail system, it really sweet so I don't know but I think that using turn tables with shorter sections of track would eliminate alot of problems.
Riven said:
There will be one car for the train itself as opposed to two. Two cars would be too much for the server to calculate especially if they are 'anchored' to one another and pivot as they go around corners. I'll admit that it would be cool to jump from one moving car to another, but it would probably too much for the server to render simultaneously, since func_tracktrains are server side.
Actually, the amount of server side processing required for this would be very minimal and in fact I should hope that it would take slightly less server side processing if the two trains where 'anchored' together, unless Valve didn't do their networking code correctly.

The thing that is most expensive on the server side is collision detection/physics. I mean, if everything was bolted to the ground and provided that the Steam servers are placed efficiently around the world (as they are) you could probably have a decent game on dial-up.

I mean, I don't know how the code in Half-Life 2 worked, but I would hope that for track trains, the server would update the location of the track train to the clients and the rest of the work would be done client side (and if the two trains weren't coupled then the server would have to update the clients on the locations of both trains sending twice as much data to the clients). If that's the case, it really is just a tiny amount of information being sent if you think about it. Adding more brushes to the track train shouldn't effect server side processing as hopefully collision detection between the train and the player is done client side.

That's why your downstream/upstream speeds (how much data you can send and receive) aren't nearly as important as your ping (how quickly you can send and receive data) for games. Anyway, I've gotten carried away again.. one final thing:
Riven said:
There is literally about 1/2 a Kilometer of track
It's nice to see the metric system being used by the Americans :). I've started to notice that its being used increasingly in American games/movies/conversation. 8-)
Aaron's Stuff
Re: Compilation Map 2008 Posted by Riven on Tue May 26th 2009 at 1:39am
Riven
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Posted 2009-05-26 1:39am
Riven
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Wall 'O Text Ahead!! -Take detour here---> + (see below)
haymaker said:
I'm curious how you dealt with the turning radius problem, those corners look hella smaller than the ones I needed to make the train not collide with the wall. I guess if they're static props they could be made nonsolid? or did you come up with another solution?
-Yes, the turning radius for the preliminary train I have built fits perfectly within the walls and angles of the tunnels I designed. I tested it by copy/pasting iterations of the train in Hammer (kinda like images taken of a moving object and it's ghost path) and figured out a rough size with very small leeway. 'Just enough' was the idea and it should fit quite nicely. The In-XSI shot I have posted in my last post reflects an area that will be pitch-black as the train turns the corner. THAT angle is actually too sharp, but that was done on purpose, so that players peering down the hall would see a sudden cut of view from looking down the tunnel. The train will not actually pass all the way through that angle. That angle will be part of the 'teleport zone' Now, the very large circle you see in the last image is train-ready. that reflects the smooth curve needed to direct the train through a 180.
haymaker said:
And I'm inferring that you plan to have lighting throughout the tunnels somewhat?
Yes, and very minimally at that (It's also why the resolution on the tunnel model is so low; players will be speeding through them at 80Km/hr and it will be partially black. The lighting will be spotted along the way). And because the train itself will be built of brushes, I envision a lightmap baked into the train interior elsewhere (just one light that can be turned on and off). So as the train travels from spot-light to spot-light, there can actually be trigger volumes that the train passes through that would turn on and off the lightmaps within the car to simulate the lighting from the tunnel passing by. In the end I imagine it looking like a slow strobe light effect that would pick up as the train moved faster (also cued by higher-pitched tram sounds) making for a dramatic fighting environment, or just fun to watch.
aaron_da_killa said:
I don't think teleporting is such a good idea. It's always a little sad for me when I see shortcuts in games and the notion of having the train teleport feels like a shortcut to me.
-I understand what you mean too. I don't like shortcuts either, but what I describe as teleporting, the player would simply describe as a longer section of pitch-blackness. That is, the player won't know they just teleported. It will all be hidden. So, had I not told you, you may not have known. (other than by looking at the diagram yourself, which the player will never see).

-Turntables eh? I'll be honest with ya, those NEVER crossed my mind -at all. Sounds like a good idea. If we did implement them though, we'd be looking at more than just one for sure. -Sure that would mean more pieces of straight track (and therefore less modeling) but also more starting and stopping (if you wanted to detail each of the turntable zones.) If I tried to accomplish it with just one turntable, you can bet there would be more track than there is now (and therefore more curves). It's a good idea in principle and I'm willing to try making a test section for it or going all out on it and design a special looking one (or something like that) if it's something people want. Like I said, I never thought about it, but it is certainly valid. I'm not totally crazy about it TBH, as it means a lot of work in a different direction. I'm pretty sure it will be more work to realize some turntables than what we're dealing with here. It may not seem like it to you, but the way I am imagining it fitting into the map makes me a little depressed :p Simply because it's not just horizontal ways, but the track also changes elevation as it goes along. If we did choose to do it, there would be about 3 turntables at least in order to make it work efficiently. And yes, those would make for shorter amounts of track, but would it be less enjoyable? -I suppose it breaks down to what's more fun I guess.
aaron_da_killa said:
It's nice to see the metric system being used by the Americans :)
-I'm glad you noticed! -I don't know about it being reflective of american standards changing in general, but it certainly is a personal goal of mine. I can tell you as an architecture student and having a father who's a civil engineer, we're hard-pressed into the imperial system. We're not required in the least to bother designing anything in metric. I only have an imperial architects scale and not a metric one. But I feel the internet has standards, and those standards are whatever the world's majority is, so when I approach the internet, I respect the metric system. But if you were to visit me here in the usa, I would describe things to you in feet, inches, and miles. -I highly doubt the US will be switching anytime soon, even though I would prefer the metric system (don't tell my dad!). :hee:

+ Thanks for the support guys! I want to see this thing get done -BADLY! :smash: :launcher:
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by haymaker on Tue May 26th 2009 at 2:09am
haymaker
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Posted 2009-05-26 2:09am
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hah metric + construction = silliness I agree, all the plans I get for residential are in Imperial while all commercial are in metric. That said I'm quite comfortable with "kilometers" as Ive walked quite a few on many a pitch black stranded night.

Back to the train thing, originally you may have noticed that I put a few triggers in the mock-up tunnels way back when, those triggers were set to change the rendercolor value of the train, as it's func_brush I think. ( can't remember ) I thought it worked quite well for a fake job on the lighting, going from zone to zone it went from nearly 0 0 0 to 255 255 255 in the station, and shades in between. Other flashes of colour would be simple too. It's your call but I think that may be a less labour-intensive way to go.

I dunno about having 2 trains daisy-chained, seems kinda pointless, the amount of traffic they're gonna see. Plus the mini station I built only has romm for one as well. Add that to the original testing I did, where I sat up top of my first station and watched them come and go: no trains, 100+fps; 1 train, 55-60; 2 trains at once, 30-45. Goes downhill FAST.

(There is also the famous hl2dm bug where a func_tracktrain will kill players on contact, on a 100 tic server)
Re: Compilation Map 2008 Posted by Riven on Tue May 26th 2009 at 7:55pm
Riven
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Posted 2009-05-26 7:55pm
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I've already chatted with you about this over Steam, but I'll reiterate here for discussion purposes.

I never thought about using rendercolor value for that effect instead, When I start work on the train, I'll definitely look into that!

-Ah, yes, that is another good reason: your middle station is only big enough for one car at-a-time anyway, and 100-tic servers are known to have a bone to pick with func_tracktrain and func_door (and any other moving entity).

-No telling how good or bad the fps might be! -Hopefully this will all work out (even if I have to optimize like crazy!)
Blog: www.playingarchitecture.net
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Re: Compilation Map 2008 Posted by haymaker on Tue May 26th 2009 at 10:14pm
haymaker
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Posted 2009-05-26 10:14pm
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If you do do a trial run on the rendercolor, i remembered how i fixed the logic:

Lets say this is a normal path system:
....1.....2.....3....

Now add in extra path_tracks very close to those, like 32 units or less:

....x1.1....x2.2.....x3.3....x4

So the x path will have the same values as the one that it is farthest away from it.

Train arrives at x1 with a value of 100 100 100 say, x1 keeps it at that, 1 changes it to 128 128 128, x2 keeps it at that, 2 = 200 200 200, x3 keeps it at that, 3 = 255 255 255, x4 is the turnaround with same value.

im pretty sure thats how I approached it anyway :rolling:
Re: Compilation Map 2008 Posted by Riven on Wed May 27th 2009 at 6:52am
Riven
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Posted 2009-05-27 6:52am
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Ah, Ok, It took me a minute to understand what you were talking about, but now I get it. That's the way you have the path tracks set-up to quickly fade-in and out the rendercolor effect of the lights passing by. -that would mean doubling up or even tripling up each path track that existed in the tunnel. That would be A LOT. I'll do some tests though.

Here's one part of the tunnel already made into a model that should look almost seamless as you zoom by it in the train:
User posted image
And another shot of it from the model portion looking toward the brush portion:
User posted image
It's moving along quite nicely now. But I still have the rest of the track left which is 5 times longer, so that may take a little bit longer. -Off to work on it now! ~o)
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Compilation Map 2008 Posted by Riven on Fri May 29th 2009 at 3:41am
Riven
1640 posts
Posted 2009-05-29 3:41am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
[UPDATE]: Just when everything was going so smoothly, the outlets here decide to fry, and with it my desktop as well. Don't worry, nothing was lost; all the content for the map and all it's iterations are backed-up, so no need to worry about having lost it. I will simply be out of commission for a little bit (say maybe two weeks). Yes, the desktop was hooked up to a surge proctector (with a battery backup as well), but that had nothing to do with the problem. It was something out of my control that will get resolved soon. I'm sorry this happened, I'll be back on the case soon! :sherlock:

-Riven
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202