Rooms: Source! (co-op) Created 11 years ago2008-12-31 02:27:26 UTC by Strider Strider

Created 11 years ago2008-12-31 02:27:26 UTC by Strider Strider

Posted 11 years ago2009-02-13 12:42:22 UTC Post #262600
*************I FINISHED THE COMPO !********************

(LINK REMOVED)
User posted image
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-02-13 13:03:13 UTC Post #262605
You usually want a cubemap in every room anyway newton. just remember: 64 units off the floor, in the middle of the room, then build_cubemaps when you're in game.
might be necessary to restart the level, or even the game. But it's worth it
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2009-02-13 13:11:54 UTC Post #262606
Lol, STS-1.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2009-02-13 13:18:53 UTC Post #262607
Ftw :D
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-02-14 22:36:34 UTC Post #262701
I'm working on a new entry for this now--I scrapped my chess map because i was having too many problems with it--, but i'm having some trouble. I have no lights at all on the map(besides a couple small textlights and a small vgui texture that emits light) but it's coming out really bright:
User posted image
Here's the logfile and .vmf, if anyone can look at it i'd really appreciate it... I've tried using Hammer compiler and Nem's batch and i get the same results..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-02-17 01:27:43 UTC Post #262862
Haven't mapped in a while, but I'm back at it now. Entry is pretty much 99% complete.

I don't want to sound like a hypocrite here (cough volcano map, portal map, every other map cough) but I hope everyone else is still going with this! Don't give up!
UNLESS you guys are planning on having this going for another month or so.
Seems like a safe bet at this stage. :P
Strider StriderTuned to a dead channel.
Posted 11 years ago2009-02-19 14:47:18 UTC Post #262964
**UPDATE!!!!!!!!!!!!!

Do not include anymore in the final map my old room, instead go HERE and download the latest version.

Big thank to MuzzleFlash for this ;)
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-02-19 15:22:03 UTC Post #262967
Captain Terror, if a map has no lights, it starts out fullbright ingame. I think. Let me do some tests, ill report back.

No wonder its fullbright: you're using the floor texture as a light emitting texture and because of its large surface area, pretty much the entire room lights up.
I commented out those rad entries in your custom rad file and the map started out pitch black. Only the achievement texture and the lamp model were fullbright, but there was no visible light anywhere.

I've no idea what you're trying to proof here...
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2009-02-19 15:25:16 UTC Post #262969
There are a couple small textlights and that weird "vgui" texture that emits light, or at least i thought so. (I tried everything, retexuring the whole map, getting rid of the beams and other details, scouring for leaks...)

I just rebuilt the whole thing and now it's ok, but if you could still let me know what you find, i can add the solution to my Source Error Log..

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-02-19 15:28:55 UTC Post #262970
There are a couple small textlights and that weird "vgui" texture that emits light, or at least i thought so.
Those "textlights" don't emit any light, its pitch black! But the vgui texture appears fullbright ingame because that texture is not to be used as a world texture. So why are you using it as a normal brush texture anyway?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2009-02-19 15:37:23 UTC Post #262971
You assume i have any idea what i'm doing? ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-02-19 17:28:41 UTC Post #262976
I don't see the problem.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2009-03-12 01:25:30 UTC Post #264059
Muzz: I think i finally know what the problem was: i was using nem's bc to compile and i notice while it does compile, it does so with all sorts of glitches and compile errors... (i know you warned me about Nem's for OB mapping, don't say "i told you so")

)

Anyone else have entries for the Rooms:S project?

I'm going to try to work on mine and submit something today. I'd have been done a long time ago if i wasn't having so many problems with the lighting (mostly light_spots... I always thought lighting would be so much easier in source)

edit: i can't get even the most simplest lighting done in source... I'm trying to use light spots and light entities to give "subtle" lighting in my bar map, but lights are always too bright or too dark, and the light_spots never seem to light anything evenly (some areas are pitch or full black that should be shaded...) I remember striker reporting similar problems with hdr lighting when he was starting out, so i'll have to try to backtrack to that thread for some solutions...

It's just damn frustrating, if this was a goldsource map, it would have been completed a month ago... i just can't seem to make any progress.. :|
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-03-22 12:43:15 UTC Post #264422
Just wondering, but how's your map coming along Strideh? :D
Posted 11 years ago2009-03-22 13:38:07 UTC Post #264424
Why the hell is my hard drive always working if Hammer 4 is the active window?
Edit: Never mind, it stoped. 15 minutes of caching. Mod delete, please.
Posted 11 years ago2009-04-15 13:48:28 UTC Post #265481
Herrrooow! is there anybody still out there! = )

Well i was stranded for almost a week without internets(offline mode worked THANK GOD), so i updated my rooms:S map:
User posted image
(sorry if this screenie sucks, i'm in a sun-drenched and can't see dick)
Downloadie

Would greatly appreciate any comments/feedback! This is my second Source map ever, so be gentle, but firm.. = )

Inside the map, you'll see what is supposed to be a remake of the Silent Scope video game. It's working the way i want to for the most part, but i need some help/suggestions to make it better. among them:

1. how do i make the zombies respawn?
2. Each time you shoot a zombie, i want it to tick a counter that ticks a display to give you a "score" that shows up on the video game screen. Is this possible without using gametexts? (again, i'd like to rig up a visible counter for score inside the game if possible.
3.Other improvements like maybe a loading screen(trigger camera? toggle texture, other?) I'm sure there are a million ways to do this in source, but what do you think would be the best way?
4.Other stuff like maybe a small-radius ambient playing the Silent Scope them when you start playin the game.

Greatly appreciate any comments and suggestions for improving the video game, and any of the other noobish elements of the map! Thanks in advance.

)

P.S. - Who else still has WIPs or plans to participate in this project?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2009-04-22 14:50:58 UTC Post #265881
Am I too late? I actually decided to do my first room the other day, its really nothing much for a first room, but it works.. project still open?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 11 years ago2009-04-22 17:10:26 UTC Post #265885
Im a little busy now, but I think I could finish my map in a week or so.
Posted 11 years ago2009-05-13 16:42:27 UTC Post #266898
Check the goldsource varient of this thread, then come back and take conclusions.
We.. need.. more.. activity.. in.. this.. bitch. :rly:
Posted 11 years ago2009-05-13 17:05:28 UTC Post #266901
I've been wanting to do a room for this, but I want to finish my last Goldsrc projects first.
I've been toying around with Source every now and then for a while.
Posted 11 years ago2009-08-03 14:08:54 UTC Post #271380
Is there even a release of this?
Lol.
Notewell NotewellCall 141.12
Posted 11 years ago2009-08-03 14:28:18 UTC Post #271381
This thread is so old and dead I actually forgot that it was the roots for my source mapping.
Striker StrikerI forgot to check the oil pressure
Posted 11 years ago2009-09-17 12:04:06 UTC Post #273433
I say this gets restarted.

And with saying that , I'm hoping that custom models are allowed
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2011-01-15 11:29:08 UTC Post #289117
Reviving this due to recent interest.

How about a show of hands for anyone interested? I still have my old entries.
Strider StriderTuned to a dead channel.
Posted 9 years ago2011-01-15 11:36:17 UTC Post #289119
I'm interested. Not sure what this is though. >_>
AJ AJGlorious Overlord
Posted 9 years ago2011-01-15 11:43:49 UTC Post #289121
I still have my old room for this, but i'd be willing to make a new one, fo sho. =)

One thing though, maybe we should add a requirement or at least a suggestion that each room must have some gameplay(combat or puzzle of some sort)? Would make the whole thing WAY more interesting for people to play =). (Maybe, just have it so that in order for you to move from one room to the next, you must find a key or some such)

@Strider: are you administering this one, i.e., will you be combining all the maps together and doing final compiles?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2011-01-15 11:52:38 UTC Post #289122
Ya, I am in I guess....

I still have my old rooms entry but I am also starting a new one because of some scene.image problems with EP1.

If anyone can help me with the scene.image file then I will just post the first map which I have already posted screen shots.
Posted 9 years ago2011-01-15 13:08:48 UTC Post #289128
Aw, no Source entry from Stu, and I had a good Source-only idea :(
Posted 9 years ago2011-01-15 13:24:18 UTC Post #289131
One thing though, maybe we should add a requirement or at least a suggestion that each room must have some gameplay(combat or puzzle of some sort)?
Fair enough, I think. Both my old rooms had some for of gameplay (one was combat, the other platforming).

Also, total freedom to make more than one entry. They'll be jumbled up, in no particular order. I want this thing to be lengthy!
Strider StriderTuned to a dead channel.
Posted 9 years ago2011-01-15 13:27:46 UTC Post #289132
DiscoStu: you could do yours in notepad and i'll compile it for you =). (is it that because you don't own source, your computer can't run it, or none of the above?)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2011-01-15 13:51:53 UTC Post #289133
I missed this.
Skals SkalsGame / Level Designer
Posted 9 years ago2011-01-15 14:20:39 UTC Post #289135
@Capt: I think my computer can run it, but my Steam account only has Portal and Alien Swarm. Since I got Portal back when it was being given away for free, my "copy" doesn't include anything SDK-related.

@Skals: I'm unable to read the words in your avatar. What does it say?
Posted 9 years ago2011-01-15 16:00:43 UTC Post #289142
I'm interested in making a better/actual room entry.
opens hammer
EDIT: Also, can I make/make part of the entry/exit hallways too, save some work for you?
Notewell NotewellCall 141.12
Posted 9 years ago2011-01-15 16:04:50 UTC Post #289143
I think everyone should build an entry and exit hall into their room, it'll smooth the process over. That is unless they want the player to be teleported in.
Strider StriderTuned to a dead channel.
Posted 9 years ago2011-01-15 16:12:13 UTC Post #289144
I could add an enterance/exit corridor to my nanosuit mimic map http://twhl.co.za/vault.php?map=5513. It's basically just one big room, and it's got action. If you guys think it would be a good idea I'll do it :>
Madcow MadcowSpy zappin my udder
Posted 9 years ago2011-01-15 21:41:36 UTC Post #289148
Uhmu.. I've never.. mapped for source. >_>'

But I can still has a try? Anyone know off-hand the jump/ducking/player scales?
Posted 9 years ago2011-01-16 09:28:01 UTC Post #289165
User posted image
Reprising this, but making it not crap.
AJ AJGlorious Overlord
Posted 9 years ago2011-01-16 10:13:40 UTC Post #289168
oh wow ant :| i remember that.

might reprise my pripyat room... what is the approach to custom content (textures, models, etc.)? just submit it all with the vmf?
Trapt Traptlegend
Posted 9 years ago2011-01-16 10:15:37 UTC Post #289169
Pretty much, Trapt.

Might be worth sorting them all by author, though. Something like:

materials/rooms_trapt/yadayada.vmt
models/rooms_trapt/yadayada.mdl
Strider StriderTuned to a dead channel.
Posted 9 years ago2011-01-16 10:49:50 UTC Post #289170
Anyone know off-hand the jump/ducking/player scales?
Yes. Yes I do.
Also, looking back at other entries, I may be scrapping my current one and restarting; they're all so big and nice looking. What I have is a nice little room, but a nice little room that looks like it belongs as a part of a larger map with combat and puzzles and such.
Notewell NotewellCall 141.12
Posted 9 years ago2011-01-16 11:20:58 UTC Post #289171
I had thought about the materials authoring thing last night before I even read the latest on this thread.

I am all up for sorting but some may find this problematic if they don't know how to manipulate, move, and rename textures.

Also thought about entity names but I guess since there aren't going to be any globals, so to speak, it should be ok. Still could be useful to ask everyone to think of "genuine" or unique names or simply load every level fresh. This would require that one little tick in the map properties of each level submitted.

Just some thoughts....
Posted 9 years ago2011-01-16 11:23:13 UTC Post #289172
Doesn't Source have the equivalent of -wadinclude?
AJ AJGlorious Overlord
Posted 9 years ago2011-01-16 11:24:09 UTC Post #289173
nopey...I think you have to use pakrat....
Posted 9 years ago2011-01-16 11:37:46 UTC Post #289175
I am all up for sorting but some may find this problematic if they don't know how to manipulate, move, and rename textures.
Kind of goes without saying that if they know how to make textures for their room, they'd know how to save 'em in the right location, doesn't it?

If they're using a downloaded pack, I see no reason to rename it or move it, other people might be using it too.
Strider StriderTuned to a dead channel.
Posted 9 years ago2011-01-16 12:02:30 UTC Post #289179
You make a valid point...

So, you want all custom textures to have the map name included?

How about custom models? My custom models sit in their own folder anyways so I don't see the real need in changing it.
Posted 9 years ago2011-01-16 12:05:18 UTC Post #289180
So, you want all custom textures to have the map name included?
Not in the filename, just a subfolder in the materials directory, so we can distinguish what belongs to who. It'll help when it comes to compiling the whole lot into a mod.
How about custom models? My custom models sit in their own folder anyways so I don't see the real need in changing it.
I guess so.
Strider StriderTuned to a dead channel.
Posted 9 years ago2011-01-16 12:41:59 UTC Post #289181
I need to get into Source mapping.

Interested. raises hand
UrbaNebula UrbaNebulaGoldSourcerer
Posted 9 years ago2011-01-16 18:54:20 UTC Post #289192
I may be scrapping my current one and restarting
Turns out this was a lie.
I'm allowed to use cameras, right? And multiple inaccessible rooms?
Notewell NotewellCall 141.12
Posted 9 years ago2011-01-16 20:09:48 UTC Post #289203
Yep.
Strider StriderTuned to a dead channel.
Posted 9 years ago2011-01-16 20:32:53 UTC Post #289205
We'll need to set some strict guidelines up to keep things orderly. Perhaps we could get a dedicated page on TWHL for it?
AJ AJGlorious Overlord
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