Re: fy_coach
Posted by Erestheux on
Tue Jul 20th 2004 at 2:45am
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A magician never likes to reveal his tricks, especially to people who don't even bother playing his damn maps! (Hehe, just kidding)
I used func_trains as the foreground and slower moving ones for the background. Just like Opposing Force. You can thank the VERC for that one, they have a great tutorial on it that I read long ago.
I would have loved to make this a different kind of map, but sadly it is extremely hard (and impossible for me) to pull it off and make it big enough for any other kind of map besides fy. I still think its rather fun, though.
Re: fy_coach
Posted by $loth on
Tue Jul 20th 2004 at 7:15am
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Try and get some better chairs, or at least some better textures for the chairs. Bu it does look gd......for an fy map.
Re: fy_coach
Posted by ReNo on
Tue Jul 20th 2004 at 1:41pm
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I guessed it would be func_trains, however I figured that would be best for situations in which you know exactly how long it will last (like a single player intro, ie. op4). I imagine you could just make it teleport back to the beginning once its all passed however, and if you made the start and end of the scenery identical then you wouldn't notice the jump.
BTW, I'd be interested in playing this one but, due a long story I can't very well summarise here, HL isn't installed on the PC I've got setup. Looks interesting though.
Re: fy_coach
Posted by Erestheux on
Tue Jul 20th 2004 at 2:35pm
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Thanks for the comments, I know that the chairs look a little bad and all, as well as most of the textures. The r_speeds aren't that pretty, either, going up to around 1000 in some areas, and averaging at 750-800. Is that bad for recently made maps?
The moving background is seamless, but it might get a little repetative. I think it looks pretty good, though.
Re: fy_coach
Posted by Erestheux on
Tue Jul 20th 2004 at 4:52pm
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Hello, I'm brand new to this site but thought it would be cool to put my newest map, fy_coach up here.
I know its an fy_ map, but it was the best thing I could do with the idea. The map takes place on two adjacent moving trains. There are several problems with it, though, and I want to fix it up before I release version 1.2, which I hope will be played often!
Comment, questions, critiques and suggestions are welcome, thanks a lot! :smile:
Re: fy_coach
Posted by Leperous on
Wed Jul 21st 2004 at 5:22am
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Don't have HL with me on holiday, but from the screenshots it doesn't look bad but could use more detail- tables (with stuff on them) in the carriages, more detailed chairs with arm rests and not so stretched textures, etc. Good luck pulling it off :smile:
Re: fy_coach
Posted by 7dk2h4md720ih on
Wed Jul 21st 2004 at 6:46am
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700-800 average is perfect as far as r_speeds are concerned.
Re: fy_coach
Posted by Erestheux on
Wed Jul 21st 2004 at 8:48pm
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Thanks for your help. I plan on getting models for the chairs somehow, because r_speeds are difficult to control when the func_trains are always visible. It peeks at 1100 at one point, and averages between 750-800 everywhere else.
I would like better textures, too, but I am not the best texture artist. Thanks for the site, Sniper, but they didn't seem to have any good coach-looking chairs... seems like something that would have to be custom, and I have no modelling programs or money to buy them.
Anyway, thanks for the feedback, I like this site, you guys show respect. :smile:
Re: fy_coach
Posted by ReNo on
Wed Jul 21st 2004 at 10:29pm
Posted
2004-07-21 10:29pm
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Glad you like it here, everyone grows to eventually :biggrin:
I think A_S might have meant the models on that site that are just general clutter, such as the drink cans, letters, books, and so on.
As for modelling packages, there are a couple of free options. With HL2 around the corner, and like most new FPS's, it's use of more 3D modelling package generated scenery (or "props" as they are called in HL2), it might be wise to get learning some modelling skills too. The most widely used free package is milkshape, which is actually shareware but will last 30 days or so for free (and its been known to last longer if you know what I mean :wink: ). If you like it and plan on using it, its $20 or so to buy it, so it won't break the bank if you deside to support them. The other is Softimage XSi, which has just had a free version released for putting out HL2 content. I've no idea if it supports HL1 files however. Do google searches on them to find out more I guess, or just search these forums.
Re: fy_coach
Posted by KingNic on
Wed Jul 21st 2004 at 11:04pm
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2004-07-21 11:04pm
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The HL2 XSI exports to smd. HL1 and HL2 use the same smd format, the
only differences between the new and old mdls is the compile tool and
'textures' in the qc file is now named 'materials'.
Milkshape 3d is the easiest to learn for low polygon modelling though :smile:
Re: fy_coach
Posted by Erestheux on
Thu Jul 22nd 2004 at 2:42am
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Thanks a lot, guys.
I had tried Milkshape out once, didn't get much done, and then left using the computer for a while. The result: 30 day trial period with no experience whatsoever. :sad: I also feel very uncomfortable sending $25 in the mail to some people I don't know with a return address and no security. And there are other ways... but I like my computer... maybe... someone can give me advice...?
I've heard that XSI sucks and is definately not for beginners, so I never bothered with it. 3dsMax is what I really would like... but the problem with that is that it costs SO MUCH MONEY. Eeep.
But I have to get crackin' at this modelling buisness, huh? Starting my search now... only problem is that I just started out a mod team and have a ton of mapping to do.
Once again, thanks so much guys. :smile: (I am known for my long annoying comments :-P)
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I'm pretty sure you can get Milkshape over Paypal (which is secure and
such) The modelling tools/animation tools are, however, incredibly weak
compared to other packages. I suppose it's a good starting block for
3dsMax though.
Re: fy_coach
Posted by Erestheux on
Tue Jul 27th 2004 at 3:34pm
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Thanks.
I don't know if its worth it to get Milkshape now, since HL2 is nigh, correct? Will there be a Milkshape 2? Anyway, I'll check that out, if its paypal I will certainly get it but I didn't see anything about that on the site.
I got Gmax, and then Tempest (which exports models from gmax to the Quake III format thing.) I need Milkshape to convert the Quake III format to the HL SMD and then compile it. And with the trial over, Milkshape doesn't work any more. So, I tried learning gmax but gave up since I can't get them in the game...
Re: fy_coach
Posted by ReNo on
Tue Jul 27th 2004 at 3:55pm
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Milkshape is unlikely to get a "sequel" program for HL2, but I'm sure they will add in HL2 support once it is released, as they do for lots of other games.
Re: fy_coach
Posted by KingNic on
Tue Jul 27th 2004 at 5:04pm
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If something exports to Half-Life, then it exports to Half-Life 2...
MS3d will work fine for modelling props and stuff for HL2, but like the
HL engine, requirements for rendering are exponential. Any hardware
will start to slow down when dealing with 3000+ polygons in MS3d.
Re: fy_coach
Posted by Erestheux on
Tue Jul 27th 2004 at 6:08pm
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Right, that makes sense. I was wondering if HL2 will have different capabilities with models, though, or something. Heh.
Getting Milkshape now.... ;-)
Re: fy_coach
Posted by Hornpipe2 on
Wed Jul 28th 2004 at 12:47am
Posted
2004-07-28 12:47am
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Interesting idea for a map. I once considered making a deathmatch map where the entire thing took place within some scrolling subway tunnel, and there were two trains next to each other (but they were almost completely flat, except a few low boxes you could crouch behind.) Periodically low-haning signboards would come flying at the players on one train - forcing them to quickly duck or leap to the other train, or be swept off the back only to die in the black abyss behind them.
Actually it sounds fun again, maybe I'll give it another go.
Re: fy_coach
Posted by Erestheux on
Wed Jul 28th 2004 at 5:48am
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I've actually been thinking that it would be awesome to make a similiar map, only based in a subway. The walls would be much less detailed but still be convincing, but would give you much less of a hassle with r_speeds.
I'll let you do it, if you want, though. :smile: And counterstrike isn't a good mod for this... gotta find another one...