Team Mapping Created 12 years ago2012-03-09 07:50:59 UTC by Captain Terror Captain Terror

Created 12 years ago2012-03-09 07:50:59 UTC by Captain Terror Captain Terror

Posted 12 years ago2012-03-27 17:57:55 UTC Post #304692
ok striker, well try u tomorrow or later on.

dimbark is out, so ill offee the spot to blitz if he wants it, otherwise it's back to archie ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-27 18:17:18 UTC Post #304693
WHAT THE HELL! I'm not out.

I was just at school.

But, fine. If the community doesn't want me in, I won't go in. Thanks assholes.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-03-27 18:30:10 UTC Post #304694
Go go go, Dimbark. You got yourself 24 real pretty hours.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-27 19:10:52 UTC Post #304695
Hey Dimbark, you can even be late *cough or delay it *cough by a few hours :). Don't rush it mate ;). I'll be here tomorrow evening confirming if I can or can't these days. Again, if I can't, I hope I will be scheduled for saturday evening until sunday evening.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-03-27 19:15:49 UTC Post #304696
What's up with the skybox?

Sorry, it's just that I'm used to using just one big box around the map, and it's confusing to move it. Does anybody mind if I replace the skybox with something I'm more comfortable with?
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-03-27 19:35:48 UTC Post #304697
No! CT has actually done a really good job optimising that skybox, although it's a bit rushed around the tunnel area.
I notice a compo 31 carbon fibre material has been used on the roofs for some reason. That should probably be replaced.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-27 19:37:51 UTC Post #304698
ok sorry sir!

just add on to what's there please, please donot cover the whole map in a big skybox, but whatever u do, im sure archie will fix it ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-27 20:05:10 UTC Post #304700
It's okay. I'll post what I've done so far.

-Two of the vents on the roof are breakable by pressure, so players can accidentally fall to their death or launch in grenades.

-Added some detail to the city--decals, a trash can, and a vending machine

-Light!
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-03-27 20:21:35 UTC Post #304701
I'm going to be at a media festival for the next 2 days (the one I'm pitching to the BBC in) but come Friday I will be in a mega mapping mood.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-27 20:37:43 UTC Post #304702
souds good fellas! that leaves us time to possibly get Cstriker and maybe blitz in =]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-27 21:04:19 UTC Post #304708
I'm going to be at a media festival for the next 2 days (the one I'm pitching to the BBC in) but come Friday I will be in a mega mapping mood.
That is good news. You could get some work done on The Core. :)
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-03-27 21:48:39 UTC Post #304710
I'm giving dim until tomorrow around this time to edit the map if he chooses to add more, and then we have a little dead period till thursday-friday, when hopefully striker will go, and then Archie will start us out on the second pass!

Legitskrieg: if you are still interested you're time slot is about to come up ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-27 23:39:47 UTC Post #304715
OK man! I definitely want to participate. I've made several little maps since the compo and I've been practicing. I really want to show you guys my progress! Also I'm eager to look at what you've all done in hammer and analyze it.

I'm not 100% sure on how to finish/submit/pass on whatever I do but I'll ask you in PM.
Posted 12 years ago2012-03-28 17:46:07 UTC Post #304731
Well, I just can't. I'm sorry. Schedule me for Sunday maybe...
It's such a shame I couldn't do it last Friday. It was my best free day these weeks :(.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-03-28 17:50:45 UTC Post #304732
Don't sweat it Striker if you schedule is too full, maybe we can get u in to the next one ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-28 19:49:40 UTC Post #304739
Isn't Dimbark's submission now overdue?
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-03-28 20:40:12 UTC Post #304740
I had entered it awhile ago...

And I deleted it since I didn't really need it anymore...
My recycle bin was full so I emptied it...

And Captain Terror deleted the PM without downloading it...

So I guess I'm out.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-03-28 20:53:44 UTC Post #304741
First you claimed you were not being responsive for 24 hours because you were in school, and that is a bit fishy that the school day last all day/night.

Then, you complained the skybox was "weird" and couldn't cope with it fsr, and you added 3 vents and some light to the map and called it quits.

Then, you were given an additional 24 hours to do something but couldn't be pished to open up the vmf again.

And lastly, previously anything you sign up for you end up dropping out of anyway, i don't know why i'm even slightly surprised.

And lastly twice(this is the cherry that goes on top), you're trying to tell me you purge your vmf directory after mapping, so it is impossible for you to reup your changes to the map. Really? I mean, at least try to a little creative with your claims...

Apologize for the rant, but these kinds of members that do little else than derail topics and projects with their dithering or non-existent efforts are really starting to rub me wrongly. :o

[/end super-flaming rant]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-29 04:36:27 UTC Post #304742
Blitzkrieg Please stand up! you are the next contestant!!1 =)

Tetsu0's edit
Rules/Brief(word document)

Note: So now, you lucky duck are version 007 <bond music plays loudly> :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-29 19:44:52 UTC Post #304751
Okay! I'll add something when I get home from work and re-up it!

[edit] back from work! time to crack this sucker open and check out all your works!

[edot] also, im gonna make a graffiti for myself, and I'd be happy to make one for anyone here who doesn't feel like it/can't. I've got a tablet and so I can bang simple tags out pretty quickly. Lemme know! Doesn't even have to be now, last person to edit before we're done can spray them around.

[edpt] guys, has any talking about the layout been going on? and have we picked cs_map or de_map?

[ed[t] so is this sky and lighting temporary? im dying to change it. someoen else can change it again.

[edt]

Before
User posted image
After
User posted image
I extended the existing freeway, and curved it, to close off that side. I added a building (half is dev still, will get on 2nd pass) and an ally-type yard thing. Also, feel free to say no and tell me that it's overused, but IMHO this sky looks baddass with everything.

now i just gotta figure out how to zip this all up right.
Posted 12 years ago2012-03-29 19:55:22 UTC Post #304764
[ed[t] so is this sky and lighting temporary? im dying to change it. someoen else can change it again.
User posted image
@topic
@blitz it looks great :)
Posted 12 years ago2012-03-29 20:01:29 UTC Post #304765
That looks lovely man! (i can't wait to see what settings u used) :P

You're "aloud" to make changes to any part of the map you wish, so don't feel like you need permission for anything ;)

Also, feel free to take your time, since I don't think is starting up his turn 'till friday evening? When u done though, post up a link and i might take a turn before archie's slot.

As far as the layout and gametype goes, I'm leaving that to the more hardcore cs players, since i have not a clue, sorry!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-29 20:01:33 UTC Post #304766
we need to put more trucks, cars on the street i suggest to make the map's gameplay similar to that one from de_train because if we leave the street so empty the map will become the sniper's eden
Posted 12 years ago2012-03-29 20:04:26 UTC Post #304767
Posted 12 years ago2012-03-30 02:43:53 UTC Post #304769
Blitz that is some amazing work! Really sir, just excellent. :P

With me editing the map again, we are officially now on the second pass with 7 mappers surviving to the next round! =P

To commemorate completion of the first round of this project, i've arranged some screenies of the beautiful work done by you-all so far:

User posted image

(apologize i don't know how or if i can do slideshows on imgur)

Just really solid and thoughtful work by everyone and then some, is really making this project come off better than i would ever have expected. If the second round goes like this we are in great shape!

Archie: I'll probably wrap everything up and upload before i go to bed tonight(approx 8 hours from now), so the map will be a available to you whenever you're ready ;)

Cstriker/Joebama: Pleese chirp up if you get a free day during the 2nd pass, and i'll do whatever it takes to squeeze u in if you so desire. (i'm guessing the second pass will last 5-10 days maximum, starting now)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-30 02:48:04 UTC Post #304779
Here you go Archie:
Team_Mapping_008.zip

Didn't get nearly as much done as i wanted to, but here it is in-case you're wanting to start early. (if not, i can work on it some more tomorrow after work, sometime after 6pm eastern time friday)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-30 12:00:20 UTC Post #304780
Soak up the benefits of using overlays instead of decals, especially whoever put the dead leaves on the displacements. Always use overlays on displacements to avoid rendering issues in both Hammer and in-game... In fact I don't think there's any reason to use decals at all anymore tbh.

I'm gonna concentrate on actually making a playable layout, though.

Also, still seeing loads of brush based entities that haven't had their unseen faces nodraw'd. Those massive shelves, for example. If you're forgetting to do it - texture every brush you make completely nodraw at first, then use the face editor to individually texture faces once you've completed your brushwork. It also helps you take more care over your texturing (and whoever textured the shelves in unaligned combine metal could definitely use that extra care).
The stairs next to the shelves as well. That's 80+ unseen faces being rendered right there.

It's really shaping up nicely, though, guys. Really good work.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-30 12:59:00 UTC Post #304796
excellent arch I feel too the layout is the most important thing too at this point, yet I didn't have time to touch it, nor what direction to take it.

And yhe stairs and the shelves were my bad. I will tey realy hard ro use the nodraw method in the future, I don't know why I'm having ao much trouble with it.

last, I'll offer to build the 3d skybox at the very end when the layout is sorted, that's of course if nobody else wants to do it.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-30 16:18:33 UTC Post #304803
I tend not to like that method fsr. Generally I select the entire entity, go into the texture tool, then deselect every visible face, nulling/nodrawing those still selected.
It sucks when you accidentally reduce pressure on the Ctrl key enough, and it's probably an extremely cumbersome and inefficient method, but I like being able to see textures when I'm working. It helps with minor brushwork details.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-03-30 16:43:38 UTC Post #304804
I prefer doing my details then finding a texture to suit them. If I can't find one, I make it there and then.

How long do I have left, btw? I only started ~6 hours ago, but CT posted the link ~16 hours ago.

Also, I have a query to whoever lit the garage area. You've used a very odd method which is producing some really weird, unrealistic results:
User posted image
What made you use your method? Spotlighting near the ground like that is normally only used if the primary light source is a regular light entity, rather than a light_spot (which has so many variables that you can emulate the effect you've created very easily using constant and falloff).
I'm not a fan, anyhoo. Hope you don't mind if I change it a bit.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-30 17:18:37 UTC Post #304805
yeah huntey change anything u like! I am a nub at lighting so I did it the best I knew how..

your 24 started whenever u started editing, since I didn't know when u could start =]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-30 17:55:07 UTC Post #304806
I just wasn't sure if you'd done it like that for a specific reason.

I recommend you make a test map with a high-res lightmap grid and a whole bunch of light_spots facing different directions but casting onto walls equal distances away. Play about with the constant values and falloff values to see the effects you can create with just one light_spot. It's a remarkably powerful entity.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-30 18:28:38 UTC Post #304807
Guys. Guys. Guys listen. Hey guys, when I set- guys listen. When I set the sun up, I forgot to set the sun spread angle.

Someone should set it. I think 4.5 looks quite nice, personally.
Posted 12 years ago2012-03-30 19:33:50 UTC Post #304808
Progress:
User posted image
User posted image
User posted image
Firstly spent a few hours just debugging & optimising. You guys really need to read your compile logs. There were about 20 physics models set to prop_static that just weren't rendering. Also someone had used displacements with a power of 4 (to make the leaf piles). Source gets reeeeallly unhappy about power of 4 displacements, and the compile log was screaming about them. Nodraw'd as many unseen faces as I could be bothered doing, but I really would like you guys to start doing that yourselves as you're brushworking. Makes such a huge difference.

Then I tightened up the lightmap grid and compiled with -textureshadows which makes everything sexier. Decreased the ambient light a tad on your light_env to make the shadows a bit darker, Blitz, but I like that you used the official Valve values for that skybox. Very nice! :) Then I tweaked the garage area lighting and made a new stair texture.

Since then I've been working on layout. CT spawn, a sneaky route through an office and the hostage room, specifically.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-30 20:14:39 UTC Post #304809
Niiice. I love the shadow play being cast into the center of the intersection. I always use the default values to start with then adjust from there, rather than just start with values I'd pretty much guess. It should be pretty obvious why :D Oh, and did you set the spread angle?

The leafs where mine. I didn't know source bugged about 4. Those physics props in the log I noticed, but didnt fix. I thought about turning them into cyclers, but i thought id just leave it for someone with more knowledge.

This is turning out sick, now I can't wait for my second pass!
Posted 12 years ago2012-03-30 22:17:07 UTC Post #304811
Fabulous work Archie! :ooo

I feel like most of things you are trying to explain to me i will never understand, but i guess if i keep plugging away at the sdk and tutorials i will =)

I was gonna try the -textureshadows thingie, but i thought you had to use another entity or something to make it work or does using that paramater cancel out another one?.. can't for the life of me remember now.

Speaking of errors, if you-all see this in your compile log:
FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 3584.0 38.0)
Leaf 0 contents: CONTENTS_SOLID
It means you have a leak, and you need to load the pointfile, find/kill the leak, and recompile until you don't get this message anymore. One of the previous participants had a bunch of these i had to fix but i won't name names<cough>Blitzkrieg<cough><cough> =)

Any way shocking stuff Arch all around. i need to go to the store for fresh underpants since all mine seem to be ruined now :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-30 22:30:55 UTC Post #304812
Seriously, I can't stop looking at these screenies. This is great stuff. The colors, the contrast, everything. The dark of the tunnels and the brights of the whole building faces that are in the sun look really nice together. I also love that it's just the right time of evening for the vehicles headlights to be on, but it's not so dark that they affect gameplay with their cast light. They look super, super nice. I can't wait to see this with a 3d skybox, with dark, distant buildings cutting into the sun's glare. It's going to look fantastic.

ah, lol, sorry about the leaks- but extending and sealing off the freeway was a bit awkward seeing as I didn't author it. I had to feel around quite a bit!

I also at one point drunkenly deleted the entire skybox, and filled my undo/redo log before I noticed that it wasn't just hidden. So I had to build the whole thing from scratch! By guessing! That might have been it, too. :rly: Thanks for patching those up! :plastered:
Posted 12 years ago2012-03-31 00:08:40 UTC Post #304813
lmfao:
Guys. Guys. Guys listen. Hey guys, when I set- guys listen
This looks incredible fellas, Archie, you're a god.
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-03-31 11:33:35 UTC Post #304815
Increasing the sun spread angle has really killed the sharp shadows, so I'm going to lower it again. Uploading now, though. Exactly 23 hours, 45 minutes after starting :P.
Got a good solid ~6 hours done last night then another hour this morning when I woke up.

Please read the readme I've included. I've gone into a bit of detail about where I think the layout should go. Obviously this is optional and just my opinion, but please read it so you have it as an option.
User posted image
Download

Oh, I forgot to mention - I recommend the following compile to achieve the best lighting:

$bsp_exe
-game $gamedir $path$file

$vis_exe
-game $gamedir $path$file

$light_exe
-both -final -TextureShadows -StaticPropPolys -game $gamedir $path$file

Copy File
$path$file.bsp $bspdir$file.bsp
RAD will take a bit longer, but the whole thing still finishes in under 10 mins. (Although that time will drastically increase if you don't start nodrawing your shit! :P)
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-31 15:21:19 UTC Post #304817
Somehow I knew Archie would awesome-up the entire project.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-03-31 18:19:09 UTC Post #304824
Ew, you're right about the sun spread angle and the intersection, 4.5 is much too high for this.
Posted 12 years ago2012-03-31 19:25:44 UTC Post #304825
archie really, can't say enough about your work here.... just ssparkle-magic-tacular =]

ninja defuse u are up in-casw u haven't started yet. your 24-hour period begins whenever u start editing (honor system) ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-31 19:38:07 UTC Post #304826
i am wathcing deus ex human revolution gallery need mapping ideas :P
yea i have added a little this morning ^^
i am slower than turtle while mapping something heh
Posted 12 years ago2012-03-31 21:44:19 UTC Post #304827
take your time sir if u go over a little bit I'm not concerned ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-31 22:09:08 UTC Post #304828
what does it mean: no vis information direct lighting only??
Posted 12 years ago2012-03-31 22:18:02 UTC Post #304829
woah woah woah, 24 hours from teh time we START???? I started fourteen hours late and wanted to wrap up early for the next person! Gip'd!
Posted 12 years ago2012-04-01 01:15:38 UTC Post #304832
Where are you seeing that message, ninja?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-01 07:26:50 UTC Post #304833
Where are you seeing that message, ninja?
in compilation window output

i finished my changes then compiled the map

edit:

can u take a look on the vmf??? -> http://www6.zippyshare.com/v/17229918/file.html
Posted 12 years ago2012-04-01 09:37:33 UTC Post #304834
RAD outputs that error when VIS isn't being run, either because of a leak/similar error, or because you accidentally switched it off. Basically, without VIS, RAD can't do light bounces.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-04-01 09:44:42 UTC Post #304835
well i havent found any hole in the map dont know what is going on
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