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 ago2012-04-18 19:01:49 UTC Post #305498
Are you sure you don't have either a) visgroups hidden or b) 3D skybox confusion?
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 19:28:34 UTC Post #305501
I am sure. The vmf name is team_mapping_016.
For some odd reason those things I'm talking about are inserted in the 3D skybox.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-18 19:31:15 UTC Post #305502
yes, it's optimisation.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 19:34:25 UTC Post #305503
Facepalm.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-18 20:07:33 UTC Post #305504
Yay! Cap't approves of my graff work. AND WE FOUND A USE FOR BLITZKRIEG!

AND IT ONLY TOOK SEVEN YEARS!
Posted 12 years ago2012-04-18 20:18:22 UTC Post #305505
Ha blitz i've always "approved" of your work are you kidding me? your work alone in this project is sensational ;)

That TWHL decal/overlay you made makes me want to build a venice beach map, i'm not kidding =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-18 20:50:19 UTC Post #305509
Dude... Don't even joke about remaking Venice Beach from THPS2 into a nice CSS map. Don't even joke about that. The fact that it doesn't exist yet is a sin in of itself.

I'm not kidding either.
Posted 12 years ago2012-04-18 21:19:23 UTC Post #305510
Oh i've never played that, but it reminds me of scenes from califonication(which takes place in venice beach alot), and i've actually been there once for a couple hours when i had like a day layover at LAX.

i'm looking up screens now.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-18 21:35:46 UTC Post #305511
I'm sure the layout would need to be tweaked/redone completely, but the theme would be nice. Twas just an idea.

And seriously you should play THPS2, its the best of the series probably.

actually, now that ive got the map here...
User posted image
this would be kinda sick.... that looks like a spawn up top there... and those buildings are nice... and it's a figure-8...

actually this would kick complete ass.
Posted 12 years ago2012-04-18 22:03:27 UTC Post #305513
The compile tools surely give out a lot of ignorable errors...
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-18 22:17:46 UTC Post #305514
Hah blitz that is neat, so it's mostly just the skate park? (obv you could do the whole boardwalk in the skybox, and one of those huge wooden piers you see surfers by would be awesome)

Cstriker: like wha? you shouldn't really have any errors afaik, though i know i get those weird ones pertaining to materials and missing surfaceprop vmt thingies almost everytime i compile fsr.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-18 22:22:51 UTC Post #305516
I think I used a texture that calls for little tufts of grass that don't exist. I could try to change it to another similar one, but as far as I know it's not doing any harm. My areas don't seem to be very intensive on the frames.
Posted 12 years ago2012-04-18 22:26:18 UTC Post #305517
i get them in my own maps with no visible errors in the game as well.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-18 22:31:12 UTC Post #305518
Added a sniping post! (the roof is basically an "attic" now)
User posted image
The textures don't look very good in combination with the roof, but that can be addressed later. I should shift my attention to the CT base now.
Gonna go to bed.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-18 22:34:44 UTC Post #305519
Make sure players can't get out onto the roof or see onto the top of the adjacent buildings from there - it's all nodraw'd.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-18 22:35:22 UTC Post #305520
I think that texture on the building behind my apartments could be scaled down quite a bit :lol:
Posted 12 years ago2012-04-18 22:43:28 UTC Post #305521
that building is in the 3dskybox and pretty far off, so the texture should appear smaller, but you may be right still ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-18 22:45:26 UTC Post #305522
Make sure players can't get out onto the roof or see onto the top of the adjacent buildings from there - it's all nodraw'd.
They can't go on the roof, and they also can't see the nodraw parts.
I will continue to map tomorrow. Beeeeeeeeeeeed....
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-18 23:09:01 UTC Post #305524
Awesome, nice work! :)

Also, the nav mesh was total derp so I had to manually adjust it to allow bots to access the office via the rooftop & windows etc. They actually put up a surprisingly good game now.
User posted image
I'm happy to do the final nav mesh if nobody else wants to.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 00:39:16 UTC Post #305526
When isn't the nav mesh derp? :P
Posted 12 years ago2012-04-19 00:49:29 UTC Post #305527
When isn't the nav mesh derp?
I lol'd and then I cried when I remembered it was true.

Also...I'm sick, and I don't map well when I'm sick. Brain...fuzzy...

Is it my turn after Striker? When it is my turn I'll dose up on Codral and Irish Moss; the legal alternatives for cocain and weed :plastered:
Posted 12 years ago2012-04-19 01:37:48 UTC Post #305528
yup hotdog you're up next, and then tetsu0 and Blitz, but if you're too sick feel free to pass and we can bump you to the end ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-19 01:51:41 UTC Post #305529
Would you guys be interested in a quick rundown of the basics of editing a nav to be more playable? It's been awesome to share techniques through this communal vmf, but obviously the nav mesh is all in-game so you can't just check it like you can check the map itself.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 08:30:50 UTC Post #305531
Rise and shine! 6 hours of sleep :plastered: => I need MAH COFFEH
Opening Hammer now...
Btw, in EP2 when I build the cubemaps the map automatically restarts, but this does not happen in CSS. And it seems like there's no update to the cubemaps after I do this :/

[EDIT] I want to add something. I suggest that we add the following parameters to vrad at the final compile:

-staticproppolys
-textureshadows
-staticproplighting

There's an article on nodraw.net that illustrates what these commands do to make lighting more realistic.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-19 09:56:47 UTC Post #305532
Firefox is giving me a warning about that page when I try to go there. All is well?
Posted 12 years ago2012-04-19 10:32:00 UTC Post #305533
You're a bit behind the times there, Striker.

http://twhl.info/forums.php?thread=17921&page=6
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 21:43:08 UTC Post #305537
Oh... well, this thread is big isn't it? :P

[EDIT3]

After a few chats with Archie, I decided that even though I spent a lot of time retouching, adding detail and retexturing a tunnel that I showed in the WIP thread a few months ago, I will not include it. I actually included it and made the first connection to the T base, but VVIS compile time skyrocketed. I deleted it afterwards. That hurt.

The tunnel system basically added a 2nd layer to the map.

Without the tunnel
User posted image
With the tunnel
User posted image
Also, here are screenshots from the tunnel(of course, members would have optimized and made additions to the existing layout and content of the tunnel): link to steamcloud(seems I can't get a valid .jpg link out of the steam cloud screenshots :).

I'm now uploading it to CT.
Copy from the readme file:

[quote]* added sniping post for terroris in the "attic" of the hallway bridge connecting the 2 building near the T spawn
  • worked my ass out on a project I understimated(basically took more than half of the mapping process). It was a sewer system basically adding a 2nd layer to the map. Scraped it. That hurt :(
  • added an exit from the hostage office. stairs look kind of ridiculous, might need some polishing
  • added misc prop details and brushes
  • added more decals[/quote]
I am still happy though that I took part in this project.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-19 22:49:04 UTC Post #305542
Awh, I said you shouldn't remove it! Just scale it down and make it more workable with the layout! :[
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-19 22:59:45 UTC Post #305543
I know what you said, I just don't have time for that anymore :(. That would mean I should actually redo the whole area, it's hard to scale down without getting errors.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-19 23:42:11 UTC Post #305544
I didn't mean literally use the transform scale tool. :P
Just rework the brushwork. Would only take a couple of hours.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-20 09:59:33 UTC Post #305551
Would only take a couple of hours
Yes :P.
[EDIT] I actually wonder if there's quick solution, like cutting the tunnel in half. In the length, I mean.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-20 17:55:56 UTC Post #305557
Here you go hotdog, Striker's neatly packaged build is ready for you:

Team_mapping_017

Striker: I like your changes sir! though i do admit that stairwell might be better handled like a fire escape stairwell and/or ladder. I also think we should make a connection from the TTH shipping building to archies office--i see you've got doors there already =)--, but that's just my opinion. (presently you CAN jump from the roof of TTH building into the office)

Also, that tunnel sure looks impressive from the hammer screen! I care less about the vvis time and more about how it impacted the fps for the rest of the map. When you get time, send me a link to your underground bits, and i'll see about integrating it at the end ;)
You're a bit behind the times there, Striker.
Oh... well, this thread is big isn't it? tongue - :P
Yes, you can criticize striker for not reading the thread, but he could criticize you for not including the .log file(as per the rules) with your build, and he could have seen the vrad paramaters used first hand ;)

Also Archie maybe you could upload your .radfile, so the other peeps can get the most out of the -textureshadows paramater?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-20 22:27:42 UTC Post #305558
:plastered: Okay... Me see what is left to do
Posted 12 years ago2012-04-21 04:11:39 UTC Post #305564
Go hotdog! it's your birfday! :)
Would you guys be interested in a quick rundown of the basics of editing a nav to be more playable?
Hell yes. I searched a couple tutorials on the subject for c32, and ran away like a small child when they seemed wayyy too compicated ='(
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-21 05:14:10 UTC Post #305565
Woah!, That hammer viewport image (last one) seems like the map is MASSIVE!!!! Whats the compile time??? :)

-Ghost129er
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 12 years ago2012-04-21 05:36:58 UTC Post #305566
VIS takes around 4 mins, RAD around 5 depending on compile settings. Call it an even 10
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-21 12:33:08 UTC Post #305573
Go hotdog! it's your birfday!
You're 123 hours early :P

I'm not really finding alot I wanna do this time around. I also have much less time available than my other passes so I don't want to commit to any big changes. So I've mostly just touched up the big ugly building on the other side of my tunnel opposite Urby's warehouse/alley thing and fixed up the skybox in a few places. Otherwise, I'm not sure i'll do much more. I'll see what I can think of tonight, touch it up tonight or in the morning and then upload it.
Posted 12 years ago2012-04-22 12:32:40 UTC Post #305605
Compiling Hotdog's version 018 now!(Hotdog i must admit i can't tell what you edited, but i'm sure it was awesome) ;)

I made some changes as well, "shrinking" Cstriker's stairs to a ladder/fire escape, and added a window+ledge, so you can enter the TTH building from that same platform.
User posted image
Also simplified some detail atop the TTH building(could use more) since that area is no longer accessible to players.

Compile should be finished soon, and then the map passes to Tetsu0 :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-22 12:50:54 UTC Post #305608
My changes were meh. I didn't have alot of time to do anything big, so I just touched up. If you don't notice them, then that's probably a good thing.

I also wanted to get rid of that staircase, but again, didn't get around to it.
Posted 12 years ago2012-04-22 13:08:17 UTC Post #305609
Np sir! i DID notice the performance is smoother from the last time i played it, so maybs something you did had a good performance impact ;)

Tetsu0, you are next sir!
User posted image
Team_mapping_018a

I ran through the map quick, and i must say, i like the changes so far this pass. Even though they are compatatively subtle to previous passes, they make huge differences to the overall gameplay and prettiness.

I love striker's sniping loft, and that you guise split the hosties between the boiler building and the corporate office. The visual differences between this pass and last pass are just mind blowing, in large part to Archie and his swirling dervish of excellence..(i just notices your custom overly arch that is pimp sir) :o

Two more turns to go, some final optimizations and we have a finished map!!! :P

Great work people!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-22 16:07:18 UTC Post #305612
Im currently stealing WIFI from a McDonald's in pennsylvania. Road tripping today :/ can't map :(
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-04-22 16:40:30 UTC Post #305613
Some nice edits! The fire escape definitely works better than the staircase.

Just because it doesn't look like I'll get another pass, I've highlighted some minor issues that could be fixed by someone:
User posted image
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-04-22 17:12:30 UTC Post #305614
Good work people.
Posted 12 years ago2012-04-22 18:13:04 UTC Post #305615
I made some changes as well, "shrinking" Cstriker's stairs to a ladder/fire escape, and added a window+ledge, so you can enter the TTH building from that same platform.
Nice work! That obviously looks more natural.

To Tetsu0: I've put some prop_static barrels in the sniping attic, but it seems for some reason that they won't show up in-game. Please replace these models with some that are functional, at your own taste.
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-22 20:05:15 UTC Post #305626
I'm gonna have to pass today. Won't be able to map until tomorrow. Still on the road
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-04-22 20:21:53 UTC Post #305627
np sir you'll still be within the grace period take all the time u need :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-04-23 17:25:02 UTC Post #305657
When suddenly... The Half Whole-Life.info!
User posted image
Posted 12 years ago2012-04-23 17:28:13 UTC Post #305658
I spent a couple of seconds trying to figure out what was actually wrong.

I then noticed the pink dick.

But seriously, I see you're designing some awesome decals!
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-04-23 17:28:38 UTC Post #305659
lol thanks
Posted 12 years ago2012-04-23 21:30:42 UTC Post #305663
Hahahaha I'm going back to PA for work. I forfeit my turn.
Tetsu0 Tetsu0Positive Chaos
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