TWHL Pockets Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula UrbaNebula

Created 10 months ago2017-07-25 13:03:08 UTC by UrbaNebula UrbaNebula

Posted 10 months ago2017-07-30 20:04:01 UTC Post #336585
I'll be out of the city all week.
Posted 10 months ago2017-07-30 20:24:28 UTC Post #336587
Well, my map is now in a state where it's playable from start to finish, so I guess this is a good time to upload some more screenshots!

I updated the appartement to look less silly:
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I actually had this appartment done, but I forgot to screenshot it last time:
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I have now added scenery around the map, so I hope you aren't afraid of heights!
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A fancy lobby with the best type of dance floor:
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The room where they store all those propaganda plaques:
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And, of course, a helicopter boss fight:
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I can't wait to see what everyone else comes up with. What I've seen so far have all looked good!
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 10 months ago2017-07-30 23:58:26 UTC Post #336589
Oh please please make smaller only 1024 x 1024 x 1024!!!!!!
Posted 10 months ago2017-07-31 00:43:26 UTC Post #336590
1024^3 is the allowed playable space, SSB. You're free to map beyond it, as long at the player can't get out of it (or at least survive outside of it).
Jessie JessieLadytype
Posted 10 months ago2017-07-31 02:21:45 UTC Post #336591
@Jessie, but it is not small - just it is too big!
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It looks like very big....
Posted 10 months ago2017-07-31 02:36:03 UTC Post #336592
its like a skybox, very big space but its pure scenery and not reachable.

Personally if your going for a city feel you should check out cs assault's wad or poke646 wad, or something. just an opinion.
Posted 10 months ago2017-07-31 08:13:48 UTC Post #336595
Thanks for word, @2muchvideogame! Is it allowed? Now I expand...
Posted 10 months ago2017-07-31 09:25:38 UTC Post #336597
To reiterate, the map can be as big as you like, but the playable area must fit within a 1024 unit cubed space.

Looking good Dr.Orange :D
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-31 11:30:49 UTC Post #336599
Yeah thanks for loud word, Urby!
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May I create airplane or military plane outside of window if I use train and teleport? Or I create mountain outside of window? Does it allowed or not allowed? Thanks I will continue...
Posted 10 months ago2017-07-31 12:19:22 UTC Post #336601
Map is looking cool SSB.

And yes, as long as the player cannot get out of the playable area, you can put literally anything out there. :D
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-31 13:24:22 UTC Post #336602
Posted 10 months ago2017-07-31 13:54:32 UTC Post #336604
Excellent Windawz!!!!!
It looks like castle or area. :biggrin:

And my wip.....
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Hmmm is it too tight? I should make wider?`And is light good or bad? I think add more....
Posted 10 months ago2017-07-31 14:42:27 UTC Post #336605
Wow, some really good maps out there. I haven't moved even slightly, been busy and kinda lost incentive to work on my map (I planned to do something like Dr. Orange's map, only that house/office sections were meant to be broken by trippy areas). This, and I don't even have a clue where to put the airlock on my level and how player will access my realm from it.
Posted 10 months ago2017-07-31 18:12:35 UTC Post #336611
I've set my airlocks as far apart from each other as possible :P
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-07-31 20:04:50 UTC Post #336616
TWHL pocket bridges. Like Dr Orange, i ended up with 4 of them after i greyboxed my playable area moments ago. Though i've been wanting to try my hand at something more organic, so almost everything takes place in a cave. Well, at least it's a change in the scenery but hopefully the maps won't end up one after the other.
Posted 10 months ago2017-07-31 20:19:23 UTC Post #336617
Yeah who want 2. map? If who is finish with 1. map than everyone can create 2. map if they like help together.
Posted 10 months ago2017-07-31 21:15:31 UTC Post #336618
Yeah who want 2. map? If who is finish with 1. map than everyone can create 2. map if they like help together.
I meant 4 bridge like connectors between "chambers". :^_^:
Posted 10 months ago2017-08-01 12:14:23 UTC Post #336630
I spend a large portion of my time last night recycling textures from past doomed projects and low res Core stuff that is now out of date. Got a lot to work with now and I've pretty much settled on an aesthetic. I will block out the layout and gameplay over the next few days. :D
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-08-01 12:22:20 UTC Post #336631
I've been working the opposite. I have a theme and idea of the 'feel' but so far I've only built in dev textures. It makes for a really ugly blocky map but I want to get a physical feel for the size of things I build.
Posted 10 months ago2017-08-01 12:35:23 UTC Post #336633
I chop and change with the way I develop a map. Sometimes I find it easier to have a specific idea in my head and I build the whole area, with textures and all. The opening area to my map is the bathroom area. There's no combat and I knew what the room was going to be, so I've made the whole thing.

Everything beyond the door however is dev textured, but with an idea of what the rooms are going to be.
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-08-01 13:12:43 UTC Post #336634
I have a map concept and a few scattered ideas, but no idea how I'm going to put it all together :zonked:
Jessie JessieLadytype
Posted 10 months ago2017-08-01 13:19:54 UTC Post #336635
@SourceSkyBoxer: While the walls in your first screen look rather cool I would change them. That's an overkill of architecture no architect would construct something like that. It's also to cramped perhaps extend the distance to the walls then it might work out.

Other than that nice work.
Posted 10 months ago2017-08-01 13:30:19 UTC Post #336636
I hope SSB's map won't consist of hallways only.
Posted 10 months ago2017-08-01 13:41:43 UTC Post #336638
no architect would construct something like that
He did.
Jessie JessieLadytype
Posted 10 months ago2017-08-01 13:43:42 UTC Post #336639
I have a map concept and a few scattered ideas, but no idea how I'm going to put it all together zonked - :zonked:
This is exactly my problem. I'm just jamming things in my map to see what fits and how it might all go together.
Posted 10 months ago2017-08-01 15:31:29 UTC Post #336641
no architect would construct something like that
Well what architect on earth would construct something remotely similar to what's being seen on most maps? Doesn't make much sense to me to compare mapping to architecture.
Besides, these days, architects tend to make useless and horrible things as they desperately try to be original. :P
I agree on the fact it is not large enough though.
Posted 10 months ago2017-08-01 15:52:42 UTC Post #336642
@23-down, @Windawz, @Jessie and @Loulimi

Thanks for explanation!
My map is not only hallway. just other rooms are laboratory, fabrical room and scientic room etc.. And though window is outside of 1024³ for "feeling look" as city from tomorrow. And I make models for my map. Like The303 made. He made models for Half-Life Vanille. I swear that 1024³ only hallway and rooms are playable.

I thought they make maps with props ( just fences, ladders, tables, fumitures etc... )
Posted 10 months ago2017-08-01 17:17:46 UTC Post #336644
Would love to participate if this month wasn't ridiculously busy with examinations!
Instant Mix Instant MixTitle commitment issues
Posted 10 months ago2017-08-01 19:08:23 UTC Post #336646
Adding sometime prop as pipeline ( just looks like old pipeline. )
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// EDIT sorry for wrong texture look! Because I forget to assign current multi materials of 2 bitmaps. Now It fixed.
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1. Draw model in Blender!
2. Make UV mapping in Blender!
3. Paint in Blender or Gimp!
4. Assign material system in Blender!
5. Export to Wavefront object!
6. Import MilkScape!
7. Check material system in MilkScape if it is correctly.
8. Export model to smd file!
9. Click via generated qc
10. Open qc file and write to your correct path and add &texturegroup { ...bmp ...bmp , ... }
11. Compile with nevest studiomdl.exe -h <filename>.qc
12. Open hlmv by SoloKiller and check textures are packed in mdl.

Copy all models to twhlpockets/models/<username>/<username>_<modelname>.mdl
<username> is just twhl.info's username example
twhlpockets/models/ssb/ssb_pipeline.mdl is made by me ( SourceSkyBoxer / SSB )

Or example who has made models than we play map by Dr Orange for example.
I open Explorer. I see like Dr Orange has created models than I will know who made. twhlpockets/models/dr_orange/dr_orange_ladder.mdl or something.

Is it better? Or we should hide "Who made models?"
Posted 10 months ago2017-08-02 07:07:18 UTC Post #336655
Using a sub directory like that is fine. That's what I'm doing.
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-08-02 11:31:50 UTC Post #336660
Subdirectories for custom content is good.

But why are you merging all the custom textures into a single wad? It seems like unnecessary work - people can just embed their custom textures - that way you don't have to worry about renaming textures or merging wad files.
Posted 10 months ago2017-08-02 12:16:57 UTC Post #336661
Ah good idea,
But why are you merging all the custom textures into a single wad?
just pockets_<username>.wad - If who add new textures in wad - Why not? :P
Or if you don't want than you need -nowadtextures of hlcsg.exe. Custom textures should be embedded in bsp.
Posted 10 months ago2017-08-02 12:18:16 UTC Post #336662
"just pockets_<username>.wad"
Oh, so a name like "winwad.wad" is invalid?
Posted 10 months ago2017-08-02 12:19:32 UTC Post #336663
@Windawz it is not invalid. Just whatever but Urby said...
Posted 10 months ago2017-08-02 12:31:26 UTC Post #336664
But why are you merging all the custom textures into a single wad? It seems like unnecessary work - people can just embed their custom textures - that way you don't have to worry about renaming textures or merging wad files.
As with TWHL Tower, I would need to compile the maps on my end in order to link up the level changes, so I would need the custom textures. I then merge them into one wad file to keep things tidy. I guess I could compile the maps with the textures embedded however, but I would still need the custom wads people are using.
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-08-02 12:58:28 UTC Post #336667
I didn't realize you were compiling all the maps. If everyone sets up and names the level change stuff correctly you shouldn't need to. :)

edit: yeah that might be a big "if"
Posted 10 months ago2017-08-02 13:30:46 UTC Post #336668
@Urby, if my map is closed source how do you edit my bsp file?

Why do you not use "BspEdit"?

Do you think that bspedit work for changing name of changelevel?
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Posted 10 months ago2017-08-02 14:15:27 UTC Post #336669
@Urby, if my map is closed source how do you edit my bsp file?
Do you really think Urby is gonna spend hours BSP editing your map just for 2 transitions that will likely fail?

Sending him the map source (RMF/JMF or whatever) is gpnna be way more efficient and faster.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 10 months ago2017-08-02 14:30:25 UTC Post #336670
Okay @Separd! If my map is finish than I send to Urby. With whole models and textures!

PS: Please use VHLT by Uncle Mike since hidden texture hole will be gone!
Posted 10 months ago2017-08-02 14:48:39 UTC Post #336671
I've been meaning to check those out, so yes, I'll take a look.

And yeah, I think I'd prefer the RMF/JMF files so that I can make adjustments to the level changes / effects in the airlock as and when needed. :)
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-08-02 14:57:16 UTC Post #336672
I guess I know what does he mean with "VHLT by Uncle Mike":

https://forums.svencoop.com/showthread.php/44536-Modified-version-of-VHLT-34

A screenshot I found on Reddit:
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Posted 10 months ago2017-08-02 15:19:54 UTC Post #336674
Yup, that's what I found too.
UrbaNebula UrbaNebulamonster_urby
Posted 10 months ago2017-08-02 17:11:47 UTC Post #336675
Thanks @Windawz! I already posted here since thread site 1/2 here.
Oh wow it looks like Filipino aircons since month I lived count until in Lakefront village of Tagiung near Manila. I never use reddit sites. I need join it.

I am very happy because @Urby knows Vhlt by Uncle Mike. :lol:
Posted 10 months ago2017-08-02 17:17:15 UTC Post #336676
I must admit that the screenshot is really impressive. I need to try these new compilers.
Posted 10 months ago2017-08-02 19:35:25 UTC Post #336677
It does say xash3d in the corner though... I don't know how it calculates lighting but I imagine direct lighting isn't baked.
Crollo CrolloTrollo
Posted 10 months ago2017-08-02 20:05:47 UTC Post #336678
From the same thread:
"For example: changing lightmap resolutions will kill compatible."
Does it mean that if you change the lightmap's resolution you'll not be able to launch your map in HL anymore?

There's still a reason to try it out:
"Also compiling time on 20% shorter now for x64."
Posted 10 months ago2017-08-02 20:08:21 UTC Post #336679
Doesn't work for me, map is full bright as if it leaked. Compiling with Sledge.
Posted 10 months ago2017-08-02 20:32:21 UTC Post #336680
Worked for me. Don't see any obvious improvements though.
"Quality also depends from lightmap resolution, but for GoldSrc users it's not available."
Dammit.
Posted 10 months ago2017-08-02 23:42:58 UTC Post #336682
For me no problem If I am using J.A.C.K because it shows where is leak than I found it and I fix. It is easy. I am very happy because I prepare until rooms of my map for airlock.

@Windawz Do you not see any improvements "hey" check original vhlt by Vlucan and it compiles bsp with "hidden" texture hole. and vhlt by uncle mike -> fixes without any hidden texture holes... Yay. It is clear.

original vhlt:
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modified vhlt by Uncle Milke:
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@Urby you know that. 2 different version of vhlt. That is why It fixes again hidden texture hole.

Since I make curvy brushes like spaceship from my old time. Since I saw unhappy because my map has stil hidden texture holes. Now my new map ( thwlpockets's map looks perfect with vhlt by um ).
Posted 10 months ago2017-08-03 00:16:39 UTC Post #336683
I guess the thing you call a "texture hole" is actually called "missing face".
I encountered this problem multiple times while creating terrain, but that mostly was my own fault.
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