Re: dm_tertre
Posted by G4MER on
Sat Apr 30th 2005 at 7:36am
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Ok I hate you.. No not really.. im just green with envy. Very nice. Cant wait to give it a try.
Re: dm_tertre
Posted by Leperous on
Sat Apr 30th 2005 at 8:27am
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There is a chance, yes, but it looks like you need to make the exterior more interesting!
Re: dm_tertre
Posted by nooba on
Sat Apr 30th 2005 at 10:31am
Posted
2005-04-30 10:31am
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Thanks guys. :smile:
Lep: Any ideas? I'm sort of running low. :wink:
Re: dm_tertre
Posted by habboi on
Sat Apr 30th 2005 at 1:07pm
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I had this great idea and it will probaby lag it out but you should make the building one BIG physic object and the supports hold it up. So when they are shot the building falls and crushes people!
There is a CSS map that has this idea and it is very cool. It's a skyscraper and it falls well high up and crushes everyone and the people inside are flying in the rooms!
Fog is excellent, building is excellent, dirt texture / grass is very umm bland.
Inside look cool but what is it inside???
Re: dm_tertre
Posted by Orpheus on
Sat Apr 30th 2005 at 1:11pm
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there is no reason that this building has to stay on a flat plain.. put it in a mountainous region.
put some boulders about. add some wrecked autos.
put some broken shipping crates about with some broken machinery in them. scatter some machine parts about as well.
add some power lines and poles.
add some piping.. plants need water.
add some grass, old plants have over growth sometimes.
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If I were homeless I could see myself living underneath the building
there :smile: I would put a mattress, some milk cartons, mabye a
dresser, boxes etc. to give it that lived in feel :biggrin:
Seriously though that would be kind of cool.
What are you putting inside the building? Just factory
stuff? Perhaps you could put the homeless/squatter idea into use
inside if not underneath.
Re: dm_tertre
Posted by G4MER on
Sat Apr 30th 2005 at 6:25pm
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What do they call it when you make that little map that reflects larger n the game world.. so to make it look like there are hills and stuff outside the walls. If you look at any CS map while dead there is a small sub map located someplace within the box and it projects the hills or city or what ever it is they made.
I think the map needs that more with a chain link fence and made to look secluded out in the country more, instead of that bad white wall thats around it now. Add some grass models and some bush models.. make it look more run down and abandon than spanking new.
Some old run down trucks, and what not is a good idea.. Also maybe a few train cars along one edge to close it off. and add that country feel.
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I think you're referring to a 3D sky box.
Re: dm_tertre
Posted by nooba on
Sun May 1st 2005 at 10:52am
Posted
2005-05-01 10:52am
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Thanks for all the ideas i'll be sure to add some of them in :smile: .
Habboi: I don't think i'll be having it one big physics object :razz:
Orph:
Added- Boulders
Added- More wrecked autos
I'll think about adding the shipping crates, machinery, piping etc..
AtM: Sounds good, i'll be sure to add it :biggrin:
MS: There are trees and land outside of the wall :razz: I have trucks and
train cars aswell.. they are just not visible in the screens.. well a
bit in screen1 :smile:
Updated screen1 and 2.
Re: dm_tertre
Posted by G4MER on
Sun May 1st 2005 at 7:27pm
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Is there a tutorial for me to read on making a 3d sky box? I dont know how to do it. =(
Also I like the new screenshots.. Dead bodies in the tree.. thats classic horror film right there. I still dont see the sky box around the edge of the map. =( But the map is looking real good, I want to play it now.
Re: dm_tertre
Posted by Orpheus on
Sun May 1st 2005 at 7:31pm
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Lep has a tut on sky boxes i think.. go look see and maybe its the one you want.
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I don't think the map resembles the reference enough. The building in
the photo is huge, and one single giant mass of wooden-industrial
might. Maybe it's just the fog, but I really don't get that feeling
from your screens so far.
Oh, and use some alpha-masked textures for the beams instead of
brushes! You're on a budget! The optimization process should begin from
the very beginning of your map, NOT step 3. Don't wait too long, you'll
only be hurting yourself in the end when you have to delete a lot of
the detail you worked really hard on. :smile:
Re: dm_tertre
Posted by DrGlass on
Mon May 2nd 2005 at 4:29am
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looking very nice, you may want to remove the water, that can take up
alot of resources, my dont you run around with +showbudget and make
some screen shots of what area has the most problems.
also! set the max veiw distance to be the same as the fog so you dont draw objects that are 100% in the fog.
Re: dm_tertre
Posted by G4MER on
Mon May 2nd 2005 at 5:52am
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CJ, Please explain more.. treat me like a n00b mapper.. and speak in a more basic function for me.. I am making a map called de_oilrig, and it has lots of detail.. how can I use alpha-masked textures to help me? And what are alpha-masked textures, are these models?
Im still learning the terminology..
Re: dm_tertre
Posted by DrGlass on
Mon May 2nd 2005 at 7:13am
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like: if you make a truss rather than making 5 brushes use one brush with a texture that has transparent areas.
Re: dm_tertre
Posted by G4MER on
Mon May 2nd 2005 at 7:21am
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Uhm.. can you provide an example? Im not sure I follow.
Re: dm_tertre
Posted by habboi on
Mon May 2nd 2005 at 8:05pm
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Yeah and I also have a question:
Windows when shot especially thw wooden ones, when they break they leave bits of wood sticking out, how is this done?
Re: dm_tertre
Posted by nooba on
Tue May 3rd 2005 at 10:26am
Posted
2005-05-03 10:26am
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Sorry for the late reply, but I had some stuff to do the last couple of days..
CJ: I would use alpha-masked textures as the beams if I knew how to
make alpha-masked textures... so if you could please make me one out of
the texture "woodfloor008a" i'd be very thankful :smile:
Doc: Way ahead of you :biggrin: I've already set the max view distance to the
same as the fog... managed to get some frames from that :smile:
Lep, if I send you a beta of the map do you think you could give it a
run around and decide if we could give it a playtest on the server?
Thanks.
Re: dm_tertre
Posted by French Toast on
Wed May 11th 2005 at 8:07pm
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Hah, I like the huge rebel pic.
Re: dm_tertre
Posted by nooba on
Fri May 13th 2005 at 7:07am
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Thanks guys, I really appreciate it :smile:
Habboi-
1- Will see what I can do about that...
2- Can't fix the ropes... that's how it is in valves maps :smile:
3- The bird doesn't fly through the building it flies under it :smile:
4- Same as 2
5- Fixed
6- Did you try break them? :razz: And I have no idea why the screen flashes :/
DrGlass-
1- I don't think i'll be able to do that.. my cubemaps make everything
look blue :|, but I'll fool around with them and see what I can do.
2- Fixed
3- It's not really supposed to match the map because it's my little
sign I add into my maps, but i'll tone it down abit anyway :smile:
I've added a few breakable windows in and, I used some non-transparent
windows to give it that old feel where some windows are dirtied up and
not see-through... (does that make sense? :biggrin: )
Fixed the doors
Fixed the radiator
I've added in a few areaportal windows I'll have to see if that helps any :smile:
Thanks again :smile:
Re: dm_tertre
Posted by DrGlass on
Fri May 13th 2005 at 4:01pm
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cool.
Do you have cube maps in your level and did you run
buildcubemaps? As you can see from thoes 6 balls I posted they
are picking up the defult cube map for your skybox. Even though
your inside, this means that there are no cube maps in your bsp.
When you place your cubemaps try this, make a cube map. Cut the
cube map from your map (ctrl+x) then select 2 walls from a room and
press ctrl+e to center youer veiw on the middle of these two
walls. Now press ctrl+v (paste) and ta-da your cube map will pop
in the middle of the room, and if your walls are 128 units or the
middle of the wall brush is in the right place then your cube map will
pop 64 units above the floor!
ps make the van by the toxic waist a physics object, its sitting right
next to a car and I would assume that you could move them both but the
van dosn't even budge
Re: dm_tertre
Posted by nooba on
Tue May 24th 2005 at 9:53am
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Thanks Doc. I have added cubemaps, and they work very well (I think).
The van by the toxic waste is a physics object it is just really heavy.
Also.. I have just released the final version of the map so go download
it and leave a comment :smile:
Re: dm_tertre
Posted by nooba on
Tue May 24th 2005 at 11:42am
Posted
2005-05-24 11:42am
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Download link will be back up when I fix a bug with the cubemaps.
EDIT: Download link back up.
Re: dm_tertre
Posted by Sudasana on
Sat May 28th 2005 at 11:52pm
Posted
2005-05-28 11:52pm
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My map Dm_Slanska is also based on the photography of van Rensbergen, so I was eager to load up your map. It looks good, and the style is quite spooky. The map as a whole however is much too empty for deathmatch play. While empty abandoned spaces look good, I don't think they make for good gameplay. Maybe a couple more buildings in the same style, some more lighting, and more items would improve this map.