Breakship

Breakship

Re: Breakship Posted by habboi on Thu Jun 30th 2005 at 10:13am
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Posted 2005-06-30 10:13am
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OOO TEH SEXY! Thats a nice looking boat! Will there be cannons? And can you sail them arrrrrr :D
Groovy!
Re: Breakship Posted by Supa on Fri Jul 1st 2005 at 12:59am
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Posted 2005-07-01 12:59am
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There already are 4 functional cannons on each ship. They shoot flamming cannonballs at each other and explode on impact ripping apart the ships.
Re: Breakship Posted by Lethal.au on Fri Jul 1st 2005 at 6:00am
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Very very nice, looks abit like ag_battleships copy
Re: Breakship Posted by Supa on Fri Jul 1st 2005 at 6:20am
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Posted 2005-07-01 6:20am
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I haven't seen ag_battleships but i will check it out.
Re: Breakship Posted by Supa on Fri Jul 1st 2005 at 6:31am
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Posted 2005-07-01 6:31am
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This is my CS:S map called Breakship and it features two breakable and sinkable wooden galleons armed with 4 cannons each. Give it a try if you have a chance.

Download CS:S Breakship_B12

Its only really plays best with around 16 or less. No res file required for this version.

There is a DOD: Source version called dod_galleons that is capture the flag style.

Watch our server at 207.210.217.208:27015 XSGameDesign.com [Custom Maps|Fast DL|FF On] and join when you see dod_galleons playing.

User posted image User posted image User posted image User posted image
Re: Breakship Posted by habboi on Fri Jul 1st 2005 at 1:30pm
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Posted 2005-07-01 1:30pm
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Sounds very complicated! TBH people should not play your map if they don't use anything higher than dx7...
Just tell them in the readme...

Parenting might work although wires are extremely buggy atm...
Re: Breakship Posted by Supa on Mon Jul 18th 2005 at 6:21pm
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Posted 2005-07-18 6:21pm
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A new version in the works using model ships rather then brushes.

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And sharks...

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Re: Breakship Posted by ReNo on Mon Jul 18th 2005 at 6:36pm
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Are the players going to be ON those model ships? It looks like a nice
prop for ships in the distance, but isn't it a bit empty in terms of
detail for people actually being on it? Shark looks very nice :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
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Re: Breakship Posted by habboi on Thu Jul 21st 2005 at 11:40am
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Posted 2005-07-21 11:40am
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I like this idea :smile:

Keep it up!
Re: Breakship Posted by Myrk- on Thu Jul 21st 2005 at 1:31pm
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Posted 2005-07-21 1:31pm
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Make sure the model ships are hollow and allow for brushwork inside. A complete map of models wouldn't work too well on HL2 engine.

If I did this I'd insert the model into hammer then build over it with brushes and displacement maps...
-[Better to be Honest than Kind]-
Re: Breakship Posted by keved on Thu Jul 21st 2005 at 3:16pm
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Posted 2005-07-21 3:16pm
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If most/all of the traversable floor space will be set on the ship you might also want to think about breaking up the ship model into smaller pieces and bringing them into Hammer as individual prop_statics, in order to help performance.

i.e., you'll be able to block visibility with brushwork as Myrk suggests and use occluders so that the masts and such are not being rendered by players below deck, etc.
Re: Breakship Posted by im.thatoneguy on Fri Jul 22nd 2005 at 4:53am
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Posted 2005-07-22 4:53am
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Just be aware that you can't use lightmaps/shadows on a model. You could bake on textures , but that would significantly increase texture memory requirements. Just speaking from experience, if at all possible, ignore large scale props, they're nothing but trouble.
Re: Breakship Posted by Supa on Fri Jul 22nd 2005 at 6:27pm
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Posted 2005-07-22 6:27pm
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Re: Breakship Posted by im.thatoneguy on Sat Jul 23rd 2005 at 8:14am
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Posted 2005-07-23 8:14am
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As for lighting, i had to disable all shadow casting and recieving for the brush version anyway to try and improve performance on older machines.
So.... your map is always going to be running on Mat_fullbright 1! PLEASE say I misunderstood what you just said. I don't know about you, but most users have been expecting at least basic light/shadows since Quake 1. Even Doom had basic lighting, This is the last of the 2nd generation of Video Game engines. We're just starting to do really cool s**t before Unreal 3/Crytek/Half Life 2.5 blows the doors clean open. And you're not planning on having lights!

If I understand you correctly, you need to stop and think about the growth potential for your map. The idea of a ship is really cool (and UT 1 had a great pirate ship.), but you're going to have to suck it up and make it out of brushes, or obscene amounts of baked on texture work.
Re: Breakship Posted by Myrk- on Sat Jul 23rd 2005 at 11:13am
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Posted 2005-07-23 11:13am
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Lol HL2.5, plz, HL2 is half way between Gen 1 and 2 in my books. Theres not even real time shadows of models with respect to light fixtures, or proper scope renditions. Compare HL2 engine to Farcry- thats alot more advanced.
-[Better to be Honest than Kind]-
Re: Breakship Posted by Supa on Sat Jul 23rd 2005 at 1:49pm
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Posted 2005-07-23 1:49pm
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So.... your map is always going to be running on Mat_fullbright
1! PLEASE say I misunderstood what you just said. I
Clearly you did. On the breakship map that I sucked it up and
made entirely out of brushes already, the func_breakables have
cast and recieve shadows off. That means they are lit by the
world direct and ambient light with no shadows from other
objects. That is not mat_fullbright.

If you look at the new ship model in game pic it is not full
bright. It is vertex lit which IMO looks better with the curves
of the ship and sails. Since models can't cast shadows onto
themselves, the net effect is the same as the previous map.
Re: Breakship Posted by im.thatoneguy on Sun Jul 24th 2005 at 4:51am
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Posted 2005-07-24 4:51am
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Glad to hear it.

Myrk this is how I rate generations since there is no clear cutoff mark.

[Gen 1]

Software and Hardware rendered graphics. Vertex shaded.

Quake
Quake II
Half Life
UT etc.

[Gen 2]

Hardware T&L required. Pixel Shaders Come into Maturity. Still mostly vertex shaded.
UT2k3-4
FarCry 1.0
Half Life 2 (lost coast starts to cross over)

[Gen 3]

True Per Pixel shaders such as Phong. 64-128bit color.

Unreal 3 engine
Many NextGen Console games.

[Gen 4]

SSS, Caustics, Area Shadows, Radiosity. Ray Traced reflections and refractions.

Really good looking games in the year 2008
Re: Breakship Posted by LionO on Thu Aug 18th 2005 at 9:06am
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Posted 2005-08-18 9:06am
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I love this map, but can you please, please, please convert it for use in

the HL2 mod, Battle Grounds 2. (http://www.bgmod.com/) It would be
absolutely perfect. You need not change anything, although you could
put flag entities somewhere.

Thanks, -Lion-O
Re: Breakship Posted by smidsy on Thu Aug 18th 2005 at 12:28pm
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Posted 2005-08-18 12:28pm
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i played on this map on the net buy chance i found it and other
breakfloor maps aswell there quite fun tbh i liked this one
aswell specially the cannons one prob tho i kept gettin spawn
killed when spawning in the crows nest...that was the only downside..
Re: Breakship Posted by jockrock on Thu Sep 8th 2005 at 5:41pm
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Posted 2005-09-08 5:41pm
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What a great map. I have a suggestion.......movable cannons :smile:

What do you think?