View Full Version : Model Map Holder - Customizable !
Acumen
10-17-2009, 03:02 PM
k, since i my gf is babysitting today i finished another "old" model i did in the very beginning of my tf2-history ^^
i call it map holder since i don't know the correct english term :D
my idea is to get this model out in a customizable state, that means the model has 2 materials, one for the holder and one for the map, so people can customize it according to their map overviews (or whatever they want to put on there). my first thought today was that it might be cool to have these overviews overlayed on it - maybe as a gimmick ?
so i just took the freedom to use Icarus vector overview as an example, since it was the first one i found. i hope it's alright with you (?) - if not i'll remove it in a second !
Let me know, what you guys think of that idea !
http://acumen-design.de/projects/show/map_holder_ingame1.jpg
The Political Gamer
10-17-2009, 03:15 PM
Holy crap this is great! /me wants download!
Nutomic
10-17-2009, 03:18 PM
Its really a good idea, but in my opinion, this should be in the spawn room, only it looks a bit too big for that.
You gave me the perfect way how to improve my map so that everyone knows where to go :)
/me wants a thanks button for models...
€: Only thing im missing is the download button, and, could you probably make it more spytech-like?
That's great!
My suggestion: make two models of the thing, one with and one without the legs, that way people can choose to stand it or hang it. Great thinking and work there!
EDIT:
Also, Red and Blu skins!
Icarus
10-17-2009, 03:31 PM
Fantastic!
Can we see it in relation with other models so we can see how big it is?
Nutomic
10-17-2009, 03:38 PM
I think just a player model would be perfect for comparison ;)
Acumen
10-17-2009, 04:27 PM
thanks for the first feedback, guys !
Rexy, how do you mean the "hanging" part ? just delete the lower half of the feet ? or the entire leg and only keep the map part ?
argh, red and blue - i didn't think about that one or else i would have made it green board instead :D
here's comparison shot - at first i had the model as big as the world-map but that thing is huuuuge - so do you think it still needs to get smaller ? it's 194 units atm
http://acumen-design.de/projects/show/map_holder_ingame2.jpg
Cut it right:
http://dl.getdropbox.com/u/1293763/billboard.jpg
There.
So people can either hang it or use the legs to stand it!
TheBladeRoden
10-17-2009, 05:10 PM
Could you make versions with and without the legs?
Edit: that's what I get for replying to a thread without refreshing it. *selfpalm*
A Boojum Snark
10-17-2009, 05:13 PM
I'd say just make the legs and frame two separate models. That way the legs can either be stood on, flipped over to the top to mount it on the ceiling, or left off to have it mounted another way.
Icarus
10-17-2009, 05:16 PM
If everybody is going to use this model, wouldn't the skin materials be mixed up between maps?
If everybody is going to use this model, wouldn't the skin materials be mixed up between maps?
They shouldn't. Not if they're packed, right?
And on a side note, if you're going to use this model...it would be a good idea to compile with this.
Westerhound
10-17-2009, 05:27 PM
Awesome, now all I need to do is the map...
A Boojum Snark
10-17-2009, 05:29 PM
They shouldn't. Not if they're packed, right?
Yeah. It's completely custom so any map that uses it should have it's own skin that will override any previously cached skin.
Just dont include it in any officialized maps if valve buys stuff from you, you'll get screwed over by billions of custom maps using the same prop with different skins!!
Westerhound
10-17-2009, 05:57 PM
Just dont include it in any officialized maps if valve buys stuff from you, you'll get screwed over by billions of custom maps using the same prop with different skins!!
But wouldnt that still need a new texture file at every map, which still overwrites the previous one (assumin multiple maps dont use same map)
Lancey
10-17-2009, 08:31 PM
I'd say just make the legs and frame two separate models. That way the legs can either be stood on, flipped over to the top to mount it on the ceiling, or left off to have it mounted another way.
This. Also, keep it at the same size, but make a smaller version as well.
But wouldnt that still need a new texture file at every map, which still overwrites the previous one (assumin multiple maps dont use same map)
no, but it would mean that if a custom was played, THEN the officialised one, the officialised one would show the custom's map. So if it ever happens, if this is made official it either needs a new skin or it needs EVERY custom map using it to remove it from them, which of course you can't do retrospectively.
Mexican Apple Thief
10-17-2009, 09:31 PM
The map part should be completely removed from the model, and people can make the map with a brush.
Lancey
10-17-2009, 09:44 PM
no, but it would mean that if a custom was played, THEN the officialised one, the officialised one would show the custom's map. So if it ever happens, if this is made official it either needs a new skin or it needs EVERY custom map using it to remove it from them, which of course you can't do retrospectively.
You could decompile it and recompile it with your custom skin.
You could always make the middle part a brush with a custom texture on it, thus a uniquely named one.
Acumen
10-18-2009, 04:32 AM
ah oke, thanks for the illustration, Rexy !
but oh boy, i had no idea this would be that complicated :(
i really wanted to get around the brushwork method, so i can keep the modeled holes in the board.
maybe i shall just offer a custom compiled version to the people who want to use this in their maps and release the model without a customization option but a general map on it, like on the world map-model ?
You could, in theory, still model the holes in the board, but cut out say a 50x30 shape from the middle.
Then you can make a brush in the middle with the same texture as the model part of the board, and then you can use overlays!
An Icy Mouse
10-18-2009, 07:56 AM
You could, in theory, still model the holes in the board, but cut out say a 50x30 shape from the middle.
Then you can make a brush in the middle with the same texture as the model part of the board, and then you can use overlays!
nope, lighting differences would make that look HIDEOUS.
However, if you JUST ship the plain texture one and no extra skin, and provide a transparent overlay template, you can use a transparent texture applied to a func_illusionary (like the cobwebs) and just make it 1 unit thick ever so slightly infront of the model, no one would be able to see the paralax and no one has to have any clashing textures.
win!
gamemaster1996
10-18-2009, 08:34 AM
Can you make several versions with legs, without legs, with speakers and ligting.
Lancey
10-18-2009, 08:37 AM
How about he just does as ABS said: make a model for the base, make the legs into models, and then you can use them how you want.
A Boojum Snark
10-18-2009, 09:29 AM
nope, lighting differences would make that look HIDEOUS.
However, if you JUST ship the plain texture one and no extra skin, and provide a transparent overlay template, you can use a transparent texture applied to a func_illusionary (like the cobwebs) and just make it 1 unit thick ever so slightly infront of the model, no one would be able to see the paralax and no one has to have any clashing textures.
win!
To build on this. Since models don't have alignment restrictions, it would be good to make the modeled part just a tiiiiny bit off grid backwards. Then the overlay brush would be even more unnoticeable.
Acumen
10-18-2009, 10:05 AM
this solution seems very handy, but since i'm a complete mapping failure could anybody ellaborate on how to get this to work ?
what i did was create brush, convert to func_illusionary applied overlay texture to the func_illu. while it looks perfectly fine in the editor ingame it disappeared. same when converting to func_brush and check "don't render".
how exactly do i get this working ?
gamemaster1996
10-18-2009, 10:08 AM
Ahem sorry to interupt gentlemen but when will this be released
Lancey
10-18-2009, 10:10 AM
When it's done.
Lancey
10-18-2009, 10:11 AM
this solution seems very handy, but since i'm a complete mapping failure could anybody ellaborate on how to get this to work ?
what i did was create brush, convert to func_illusionary applied overlay texture to the func_illu. while it looks perfectly fine in the editor ingame it disappeared. same when converting to func_brush and check "don't render".
how exactly do i get this working ?
Take the texture that you want to use and insure that its background is transparent. Make a brush in the size you want with it as the texture, then convert to func_illusionary.
An Icy Mouse
10-18-2009, 10:23 AM
Take the texture that you want to use and insure that its background is transparent. Make a brush in the size you want with it as the texture, then convert to func_illusionary.
this is what you do, and then you make the other sides nodraw so they're not rendered.
no overlays at all, forget that word even exists.
Acumen
10-18-2009, 10:53 AM
meh, sry to bug you guys, i'm doing something wrong here.
so i chose one of the signs (sign115b) which i thought would be transparent background. also tried one of the overlays (blue_logo_sign) as soon as i apply this texture to one of the faces it gets transparent/seethrough and ingame there's nothing to see, neither. converted to func_illusionary as well
gamemaster1996
10-18-2009, 10:55 AM
Hmmm in which case i dont think thats much of a problem wouldn't mappers just put a thin peice of glass or a tool/invisible where they want to put their eg. map?
Lancey
10-18-2009, 11:41 AM
meh, sry to bug you guys, i'm doing something wrong here.
so i chose one of the signs (sign115b) which i thought would be transparent background. also tried one of the overlays (blue_logo_sign) as soon as i apply this texture to one of the faces it gets transparent/seethrough and ingame there's nothing to see, neither. converted to func_illusionary as well
Not sure what you're doing wrong. Take a screenshot of it in hammer.
Hmmm in which case i dont think thats much of a problem wouldn't mappers just put a thin peice of glass or a tool/invisible where they want to put their eg. map?
Are you being sarcastic, or do you just not understand?
Dr. ROCKZO
10-18-2009, 01:46 PM
meh, sry to bug you guys, i'm doing something wrong here.
so i chose one of the signs (sign115b) which i thought would be transparent background. also tried one of the overlays (blue_logo_sign) as soon as i apply this texture to one of the faces it gets transparent/seethrough and ingame there's nothing to see, neither. converted to func_illusionary as well
I think you were meant to make the brush with an actual texture on it, then convert that to func_illusionary..
Make sure your maps not fullbright too or overlays don't work :O
Dr. ROCKZO
10-19-2009, 01:23 AM
Make sure your maps not fullbright too or overlays don't work :O
Huh. I never knew that.
Most overlays have $nofullbright, which I think caps the lighting and cancels out the fullbright effect. Anyway, I like the whole brush idea, wouldn't the lighting work fine if it was compiled with -final and -staticprop?
Acumen
10-19-2009, 03:44 AM
started a thread over here to solve this problem:
Overlay texture not visible ingame - TF2Maps.net
i definately don't have fullbright since every other overlay i put on the walls work fine :/
edit:
hey guys i just wanna thank you here again for your patient help. i know how difficult my weird understanding can be :/
anyways, i got it working now. it's a func_illusionary with a minimum light level set, so it doesn't get black cause its stickied into the model ! next step, release !
http://acumen-design.de/projects/show/map_holder_ingame3.jpg
The Political Gamer
10-19-2009, 04:36 PM
Wow that looks really cool. :D Do want!
Owlruler
10-20-2009, 01:52 AM
I like those chairs.
Dr. ROCKZO
10-20-2009, 03:06 AM
I can imagine nerd heavies keying stuff into their lil' keyboards on dem babies!
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