PDA

View Full Version : [WIP] space something or another.


DJive
02-25-2008, 02:49 PM
Something I've been working with the last many nights. currently around 12 hours into it.

http://i220.photobucket.com/albums/dd160/t3ch82/dot.jpg

No its not much looking.. but man, i went crazy on brush work lol. I didn't get a closer shot but the walls are ...pretty darn detailed

Currently with just the hull its 10k faces, however thats not optimized any bit at all right now.

Going to be a very simple CTF map. as to the layout I'm not sure. The middle area's will have ramps down to the ground level which will be the spawn points for each time. The map will have many triggers I'm going to try to play with the ideas of CP's time will make the other teams ramp start to close, ETC.

Anyways, just wanted to map some post it here, its been a while.

Whether this will be anything of a functional map i don't know, but I'm having fun making it =)

YM
02-25-2008, 03:00 PM
wow, that looks nice, but with that many windows its going to be a b**** to optimise (also, would some kind of space base have that many windows? (how many did the eagle lander have)

Make sure you get some kick ass senery for the surface of the moon/planet/asteroid/commet that means displacements like mad, craters, boulders... You'll need new textures too (if you want some I might help you out, just shout and I'll see what I can do)
Looking forward to it :D

MacNetron
02-25-2008, 03:06 PM
That is not mapping, but modeling!
I'm feeling quite small now, looking at me own map...

drp
02-25-2008, 03:24 PM
damn thats some fancy brushwork. me likey.

l3eeron
02-25-2008, 04:11 PM
Good stuff DJive...

Im not sure about the optimizing part, but that is some serious brush work there. Brush work is fun when you get going on a roll.


PS, I would think that if there was a hotel in space it would have lots of windows... maybe call it _lunarhotel or something like that

Vilepickle
02-25-2008, 05:02 PM
Beware that even if it's small you can easily get up to source brush limits. I think chaos has about 87%-ish brush capacity in it according to the compile summary. :*(

ChickenHunter
02-25-2008, 05:11 PM
Will there be defult low gravity? :P
I love low gravity
cant wait to play it

DJive
02-25-2008, 05:20 PM
wow, that looks nice, but with that many windows its going to be a b**** to optimise (also, would some kind of space base have that many windows? (how many did the eagle lander have)

Make sure you get some kick ass scenery for the surface of the moon/planet/asteroid/commet that means displacements like mad, craters, boulders... You'll need new textures too (if you want some I might help you out, just shout and I'll see what I can do)
Looking forward to it :D

Would be cool, TBH i haven't even thought of texturing/skybox yet lol. In time i guess. ty for the offer, when i get there i'll make sure to ask.

That is not mapping, but modeling!
I'm feeling quite small now, looking at me own map...

Don't be at all. All my maps are brushwork type. I have a lot of experience with it. If you love what your doing, keep doing it and before no time you'll be great at it. BUT to be fair, i bet you know a ton more of triggers then i do =p *grumbles*

Good stuff DJive...
Im not sure about the optimizing part, but that is some serious brush work there. Brush work is fun when you get going on a roll.
PS, I would think that if there was a hotel in space it would have lots of windows... maybe call it _lunarhotel or something like that

So true ;) I like the lunar part, maybe when more is added i can make something of it.

Beware that even if it's small you can easily get up to source brush limits. I think chaos has about 87%-ish brush capacity in it according to the compile summary. :*(

Urgh, stinkin limits! I'll have to check the log, i think imma do a quick optimization to give me an idea.

Will there be defult low gravity? :P
I love low gravity
cant wait to play it

Never messed with it, but love the idea and would fit this perfect!. However... is the low grave a brush or a server.cfg? IE i would only want low grav outside the space thing, not it.

Ty All.

bazola
02-25-2008, 05:54 PM
That is very cool. Very, very cool :)


Some thoughts on optimization. If you put the thing in a crater or ravine and made sure to keep that out of sight of everything else, I think it would run well and also be pretty fun. If you did something like that you could probably func_detail the whole thing. I'm not sure but I think that would keep it from sending you over the brush limit.

YM
02-25-2008, 06:17 PM
If you love what your doing, keep doing it and before no time you'll be great at it.

I have better advice:

If you wantto be great at something, do it untill you are sick of it. Then go do it some more.

ChickenHunter
02-25-2008, 06:51 PM
try using a trigger_push brush but with lowers speed pointing upwards so that when you jump you jump higher and float down slower giving the feeling of low gravity. i can send you a file with such an entity if you want

DJive
02-26-2008, 05:52 PM
try using a trigger_push brush but with lowers speed pointing upwards so that when you jump you jump higher and float down slower giving the feeling of low gravity. i can send you a file with such an entity if you want I may have to see that when i get to that point, would be awesome. ty.

Just a small update... but who doesnt like screenshots!

Worked on trim and forward Spawn room. Also added the "get on station ramp archway"

Not shown is the door, i forgot to compile it, ah well.

http://i220.photobucket.com/albums/dd160/t3ch82/dot1.jpg

Oh!. I went around as a heavy for a second and thought how cool it would be if all the glass was func_breakable? yay/nah?

trackhed
02-26-2008, 06:00 PM
wow and depends how far visibility goes from a certain set of windows

if you could perhaps shoot out windows that made a perfect little sniper path? too much room for exploits

carefully calculated it could be done

ChickenHunter
02-26-2008, 09:05 PM
yay

Paria
02-27-2008, 07:09 AM
only problem i can see from a gameplay perspective with breakable glass would be if their is visibility from the outside = too much fun for snipers :D, awesome brushwork love how you fitted those lights into the side walls :)

YM
02-27-2008, 10:45 AM
nay

jamin620
02-27-2008, 01:04 PM
you know, this looks really good, but I have one complaint: Im not sure you need this much complexity in brush work. that said, it still looks good so far

DJive
02-27-2008, 04:05 PM
Oh!. I went around as a heavy for a second and thought how cool it would be if all the glass was func_breakable? yay/nah?

This did not work as i wanted it to, was a quick test. Didn't fit well with the feel of the map and seemed to "cheese" so its a big nay.

you know, this looks really good, but I have one complaint: I'm not sure you need this much complexity in brush work.

I agree Jamin. I kinda want to make something that im proud of, and something that someone else may look at and go "you can do that in hammer".. maybe it will stop some people from releasing alpha maps and want to aim a bit higher. Like the forest map for HL:2 =) but im no were near that lvl yet.

Update to my map, it now has CP's that will unlock the forward spawn *seen in the picture*

Snipergen
02-28-2008, 02:19 AM
Wooow man this look awesome! even for orange so far=)
Don't make it breakable since everybody would just shoot the glass in the beginning and it would be annoying.

DJive
02-28-2008, 02:30 AM
^^ hop in steam chat some time =p Have been doing quicks of it with Roden and trackhed. Getting some great ideas, already a bunch of changes.

Heh q3a type-ish. if other people remember one how architectural that was.

poopster101
02-29-2008, 01:56 PM
looks to be a VERY promising map
great job

DJive
02-29-2008, 05:47 PM
ty.

Current screenshot...

http://dumpedimage.com/uploads/1/dot2.jpg


as said before, yep. getting errors now =) to many faces =(

BioDome shell is done, no detail yet

Koei
02-29-2008, 07:06 PM
*sneaks in the thread and gets some inspiration for his own map.

DJive
03-01-2008, 05:19 AM
Ok.. sick of the ""ZOMG!!!1 ORANGE MY EYES!!111" complaint from TF2...
also know as "too many faces with the same material in scene"
http://i220.photobucket.com/albums/dd160/t3ch82/noooooo.jpg

I decided to texture it a bit. Now i wish TF2 had more textures, more so.. more then the same concretes =/ Anyways, give me some good critique on this please.

http://i220.photobucket.com/albums/dd160/t3ch82/texture.jpg

YM
03-01-2008, 06:25 AM
I cannot wait to play that! It looks sublime! =D
how much of the biodome is detail brushes? I think it should all be most probably.

DJive
03-01-2008, 06:28 AM
I cannot wait to play that! It looks sublime! =D
how much of the biodome is detail brushes? I think it should all be most probably.

biodome is now completely reworked and much more detailed. Its now lower, has beams and from Rodens advice, its now the middle of the area, not the whole base.

Vander
03-01-2008, 01:47 PM
Thats some badass brush work. I have soooo much to learn.

Scotland Tom
03-01-2008, 02:17 PM
DJive, the brushwork you've done makes me wonder if I should just start over on my own map. Really incredible work there. I'm anxious to see more progress.

YM
03-01-2008, 02:35 PM
Heh his awesome brushwork is causing him problems, you dont want to go THIS good, maybe a little better but defo dont start again!

Scotland Tom
03-01-2008, 03:05 PM
Indeed, that was a little tongue-in-cheek, but even so my compliment remains. If you can get that brushwork to work effectively, DJive, I'll be quite happy to see the finished product.

YM
03-02-2008, 08:36 AM
Skybox -
http://img218.imageshack.us/img218/7408/skyboxtest0002pk5.jpg
http://img218.imageshack.us/img218/7638/skyboxtest0001pl0.jpg
http://img218.imageshack.us/img218/6613/skyboxtest0000uu9.jpg

About 4 hours work there, lost an hour due to a crash and another hour of that was simply looking for reference material.

Thats just the LDR version there I've not yet got my head around doing the HDR version. As you can see its got a nice big sun glare and the earth on the horizon, along with the milky way as a band across the sky. I can and intend to add some sort of spaceship or satelite somewhere in it.

Next thing to do is make a grey rock texture.

its a pitty DJive is now asleep :( he/she/it wont see this for hours!

YM
03-02-2008, 11:41 AM
Ground and crater overlay -
http://img233.imageshack.us/img233/9707/skyboxtest0003zb7.jpg
http://img136.imageshack.us/img136/673/skyboxtest0004dx1.jpg


And one more of that sky -
http://img136.imageshack.us/img136/4893/skyboxtest0005ri6.jpg

Sean of the Dead
03-02-2008, 12:08 PM
youme you are a godsend :D

Vilepickle
03-02-2008, 01:00 PM
I had to stop being so good at my brushwork because Hammer wouldn't compile my maps when I wanted to make it more detailed :(

It sucks, I think ctf_chaos is at about almost 90% brushes. If you've seen it, you know it's small. This is gonna have the same problem if it doesn't already, unless of course you make models of a lot of the detail.

poopster101
03-02-2008, 02:57 PM
youme, can you tell me how you did that skybox
like i made a vtf that i want as a skybox but idk how to get it to work as one
can you either explain it here or pm me or link me somewhere
thanks

YM
03-02-2008, 03:33 PM
Thats just the LDR version there I've not yet got my head around doing the HDR version.

Like I said, I'm still clueless as to how to make an HDR version, so if I compile the map with HDR on then I get the hydro sky :(

poopster101
03-02-2008, 04:36 PM
Like I said, I'm still clueless as to how to make an HDR version, so if I compile the map with HDR on then I get the hydro sky :(
dont really know what that means
but still how did you get your sky to be well a sky?

YM
03-02-2008, 04:50 PM
http://developer.valvesoftware.com/wiki/Skybox
goes over it pretty well...

poopster101
03-02-2008, 05:03 PM
alright i read it about 4 times and pretty much understand it but the part where it says a $SKYNAME.TXT will be created kinda throws me off
does vtfedit know to make this or something?

DJive
03-03-2008, 01:37 AM
I had to stop being so good at my brushwork because Hammer wouldn't compile my maps when I wanted to make it more detailed :(
It sucks, I think ctf_chaos is at about almost 90% brushes. If you've seen it, you know it's small. This is gonna have the same problem if it doesn't already, unless of course you make models of a lot of the detail.

Hmm ya, its looking to get there.

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 5/1024 240/49152 ( 0.5%)
brushes 5212/8192 62544/98304 (63.6%)
brushsides 39540/65536 316320/524288 (60.4%)
planes 8240/65536 164800/1310720 ( 12.6%)
vertexes 22468/65536 269616/786432 (34.2%)

from that i see RIGHT away i need to know modeling =( Bummer thing is there is only the detail on the hull and inside of the space-station thing. Bio-dome is currently minus the bio part, its the hull as well. I got a little room to work with, i just need to be a bit more conservative

ZOMG! Youme!. upset i went to bed now! =) looks amazing,

DJive
03-03-2008, 06:56 AM
Updated picture. This is where i am now.

http://i220.photobucket.com/albums/dd160/t3ch82/dot3.jpg

Not much has changed on the first level. Most all my work the last day was Texturing, Elevator, Bio-dome

and yes.....thats HL2 grass which to be honest.. looks very good in the game. the TF2 grass didn't look right even though its TF2. I can add some comparison shots later for the grass in the same picture.

ToDo:

Re-texture the door. i LOVE it.. well, i love the door/decal look, i need to make a new, or wish it from someone else <3

Re-build the capture point. Currently there are no cp's in the map anymore. Haven't gotten to them.

Add Love to the Bio-Dome. Props, models etc.

Add some work to Level One. ATM its a clear shot, nothing to hide behind.

Rework the Elevator.

Fix my water cage *IE picture 2* <-- looking for help or a work around for this.

henda
03-03-2008, 08:15 AM
im no expert in mapping, and i dont really know enough about mapping to be able to crit your work. but from what i see you know what your doing and the brush work looks sweet. keep up the good work look forward to seeing the finished result ^.^

poopster101
03-16-2008, 01:00 PM
do we get to see an update soon?

DJive
03-16-2008, 01:11 PM
=p

Not to much has changed, i put this on the back burner for the last 10 days. I just picked it up 3 days ago.

Things I've done with it really wouldn't show in the screenshots.

Elevation reworking/lighting/lighting effects/little optimizations/working on the CP for the forward spawn.

Total compile ATM is 63% full, which is a bummer, leaves me only 30% or so to build the rest of the whole map =/

Maybe in short time I'll upload the latest version here, it wont be any type of really playable game type, but at least it will allow people to run around and check it out.

Ty for the interest =)

MangyCarface
03-16-2008, 04:23 PM
"They should've sent a poet..."

MangyCarface
03-25-2008, 08:56 PM
Got a chance to fool around with you in here.

Brushwork is awesome.

Couple things I said ingame:

Investigate for water:
Cheap Water
Env_ember brush entity

Maptype options:
1 flag ctf with captures in enemy bases
2 way escort rover cars

Style:
Foliage up top obviously :)
Respawn rooms more livable in

Technical:
Nodraw in bad places, notably in the "ponds" (look for it)
Fix door- issue with trying to close, set delay to -1

Hope I helped

Half-Life_Maniac
03-25-2008, 10:31 PM
Looking very nice so far. Sadly, the textures are letting it down at the moment, which is completely understandable due to TF2's complete lack of texture variety.

I think what you need is a lot more metal rather than concrete. Plenty of shiny stuff too, and more RED/BLU.

Have you done any brush optimisation at all yet? Func_detailing, vertex manipulating, making sure everything is neat and tidy? I know the chances of you handing over your map are slim, but I'm now very interested at taking a look behind the scenes to see if anything can be improved!

Last thing- did you get references from anywhere when making the architecture?

ryodoan
03-25-2008, 11:05 PM
Good lord.... how did I miss this thread? DJive if you dont finish this I am going to smack you around, that looks unbelievably awesome.

DJive
03-26-2008, 03:15 AM
Investigate for water:
Cheap Water
Env_ember brush entity

Maptype options:
1 flag ctf with captures in enemy bases
2 way escort rover cars

Style:
Foliage up top obviously :)
Respawn rooms more livable in

Technical:
Nodraw in bad places, notably in the "ponds" (look for it)
Fix door- issue with trying to close, set delay to -1


Alright. Water Didn't work =( I may just un-glass the middle area's and allow the top part to still swim.,
Working on Foliage, damn TF2 stock stuff urgh.
I'll prolly go 1 CTF due to brush count limit. ='(
Fixed Elev and added doors that open/close depending on elevators positioning.

Thanks a Ton =)

Looking very nice so far. Sadly, the textures are letting it down at the moment, which is completely understandable due to TF2's complete lack of texture variety.

I think what you need is a lot more metal rather than concrete. Plenty of shiny stuff too, and more RED/BLU.

Have you done any brush optimisation at all yet? Func_detailing, vertex manipulating, making sure everything is neat and tidy? I know the chances of you handing over your map are slim, but I'm now very interested at taking a look behind the scenes to see if anything can be improved!
Last thing- did you get references from anywhere when making the architecture?

Ya the textures are a bit rough. The middle area of the map *the space station* will be a team-less. I havent started the team area's yet =) outside on the moon.

Depends what you mean on Optimizations. a little func detail, avg FPS everyone was getting was 60. and my vertex manips are *brags* pristine.. Its what i set out to do with the map heh.

And nope, no references at all. I was bored one day and started to fool around in hammer thinking "i wonder what kinda of weird shapes i can make"

Good lord.... how did I miss this thread? DJive if you dont finish this I am going to smack you around, that looks unbelievably awesome.

I'll finish it.. in time.. time..time.. I do a bunch of run testing though, if you ever want to check it out, hop in steam chat =p which you always are anyways heh.


Thanks for all the comments/help/advice guys. Everything is taken into consideration.

/cheers

DJive
03-26-2008, 05:25 AM
K, those who have been following thread and in steam chat *which you should all always be =p * I took some SS's of the crater with theskybox.

Both the moon texture and skybox are created by Youme.

You will need to break the glass to capture the point.

http://dumpedimage.com/uploads/1/dot6.jpg

Not to much changed. I still need to build the outside bases like a said.. Also you noticed there are no legs yet! its floating, working on that as well..

Ya a lot of "working on that" going on.

Anyways a question.

In this SS.

http://dumpedimage.com/uploads/1/change.jpg

I'm thinking im going to remove the "water" out of the bio-dome.. add another "grass" area with foliage in time. The reason why is i can-not find a work around for allowing water from 5 sides. I want the lower lvl to see in the water tank, but i also want people to be able to swim in there which i cant have. So im thinking of taking that out.

on the plus side it will save a good far bit of brushes and a tiny bit of fps.
on the down side i really do like the glass look from the bottom floor and the water look from the bio-dome *even though the water isn't functional*

Idea's? Advice?

Vilepickle
03-26-2008, 07:32 AM
Some of those white/red spytech towers outside in the space part might look good.

Half-Life_Maniac
03-26-2008, 08:48 AM
I've an idea for that water bit (just going from that screenshot and how you described it)- keep it as a tank of sorts with glass walls on the lower levels, but have it house a large tree, which will rise up and flow in the biodome.

My other suggestion is to lower the lighting outside a lot. Afterall, it is space, and I don't see any visable sun. Since you won't actually be walking about outside (..will you?) the darkness shouldn't cause a problem. You can of course add spotlights to provide light where needed.

PS. Any chance of a download link? I'm very interested in this map!

Scotland Tom
03-26-2008, 11:26 AM
Idea's? Advice?

My only idea would be to not use an apostrophe when you're simply looking for the plural form of a word. :tongue_smilie:

Seriously, things are looking really good. It looks like you've got an excellent start on an outside terrain. Regarding your water problems, right now the water provides a nice counterpoint for the grassy areas. If you got rid of the water I'd at least find some way to keep that contrast, otherwise the area will seem even more flat and repetitious. If you did change them into grassy areas I'd certainly add some kind of foliage. Otherwise I'd keep looking at other ways you could fill in those spots without just making more grass.

As for Half-Life_Maniac's post, if that's Earth in the background then the sunlight should be as bright or brighter (due to the lack of atmosphere) than what we see every day. Though something does seem to bother me about the sunlight I see in the current screenshots. I think it's the blueish shadows. Again, with a lack of atmosphere the only ambient light reflecting from shaded areas should match the color of the material it's bouncing off of. If that's gray moon rock, then the ambient light should be relatively colorless. From the look of the bright areas it actually looks like the rock and dust might be more yellow-gray. In which case the ambient light from the shadows should be a bit more on the yellow side.

DJive
03-26-2008, 02:36 PM
Some of those white/red spytech towers outside in the space part might look good.

Ya, im going to start to work on my skybox in a little bit. I need to try to get the "curve" horizion to work, which i think is goign to be hard with skyboxes.

I've an idea for that water bit (just going from that screenshot and how you described it)- keep it as a tank of sorts with glass walls on the lower levels, but have it house a large tree, which will rise up and flow in the biodome.
My other suggestion is to lower the lighting outside a lot. Afterall, it is space, and I don't see any visable sun. Since you won't actually be walking about outside (..will you?) the darkness shouldn't cause a problem. You can of course add spotlights to provide light where needed.
PS. Any chance of a download link? I'm very interested in this map!

Ya thats actually what i made at first, was a nature middle and it looked great, but without being able to model a custom TF2 tree, nothing goes that high and / or the way i need it to.


Seriously, things are looking really good. It looks like you've got an excellent start on an outside terrain. Regarding your water problems, right now the water provides a nice counterpoint for the grassy areas. If you got rid of the water I'd at least find some way to keep that contrast, otherwise the area will seem even more flat and repetitious. If you did change them into grassy areas I'd certainly add some kind of foliage. Otherwise I'd keep looking at other ways you could fill in those spots without just making more grass.


Hmm true, i really want to keep away from making it look flat. Maybe the nature way is the way to go, in the middle. Foliage is to come as well, but lack of models =(

@Maniac. You will be able to moon walk and the spawning points will be outside on small bio-domes. Lower grav of course. The sun is there, but higher in the sky and not in the SS's.
Currently there is no download. Adding to much each day it really wouldn't have a point, as its still not a "playable" map. No objectives set yet.

YM
03-29-2008, 07:55 AM
ooooooh nice!

oxy
03-30-2008, 01:23 PM
Wow... I am glad I am finally done with my project so I can comment on other stuff.
This is looking great! If you need any modeling done just let me know. :P

YM
03-30-2008, 01:27 PM
DJ take him up on his offer!!!! It will save your map from the brink of over use of brushes!
You'l be able to simplify your brushwork loads and optimise it tenfold

DJive
04-07-2008, 06:59 AM
!?!? how did i miss this reply!?

Oxy i would REALLY love to take you up on that.

kimangroo
04-07-2008, 02:02 PM
That is looking absolutely amazing. Very impressed.

BTW what exactly did you want to do with the water? 5 sides, glass lower level... I didn't quite get your problem.

DJive
04-07-2008, 02:05 PM
i fixed the problem with water_analog however i cant seem to get the water to be viewed 2 ways.

IE i can see from the top to the bottom, however in the water i cant seem to see out of the top.

kimangroo
04-07-2008, 02:18 PM
But what's different about your water setup compared to standard water setups like 2fort? I've been messing about with water a bit and want to use it in my map so I'm interested in exactly what kind of problems I might come across.

Do you have moving water, or water with different levels? Water in a glass tank shouldn't be any different to normal water... If you're using func_water_analog to get moving water you need to use it with either nature/water_dx70 or nature/water_movingplane textures, no other ones work. Unfortunately that means you don't get any cool underwater warping or fogging effects but you can still see out of the water.

DJive
04-07-2008, 03:26 PM
2fort doesnt have you view water from more then 1 side. *the top*

If you are using regular water with nodraw, it will create a graphic *glitch* or sorts when viewed from outside/under or even above because water cant have more then 1 side to it.

Using water_analog at least allows me to have people see the 5 sided water, however you can not see from the bottom floor, to the top of the biodome, the water is a solid color from below. From the top however its transparent.

kimangroo
04-07-2008, 05:36 PM
thanks DJ, I think I get what you're saying now... but not quite!

Please don't bite my head off for being slow, but why do you need to apply the water texture to more than the top side? If you have people viewing the water from the side through glass walls, well there shouldn't be any funky reflections or underwater warp effect anyway (think of aquariums).

I'm doing exactly that in my map and the only problem I've got is that the two cheap textures that you're supposed to use with water_analog don't have any fogging or nice blue watery color. Just the underwater sounds, the bubbles and the sediment-like particle effect. Viewed from outside the glass walls it looks a little like they're flying. So to get around that I've faked it by adding a one unit thin layer of blue tinted color glass to the sides of the tank. Once I've finished the map I plan on making a simple custom texture to give it a more watery feel.

I haven't added lighting, cubemaps or anything special so I don't know if this way of doing things will have problems, but from my test compiles it looks fine as far as I can remember.

Apologies if I'm completely missing the point!

ryodoan
04-07-2008, 09:47 PM
From what I am getting, couldnt you just tint the glass to appear to be water colored?

kimangroo
04-08-2008, 03:34 AM
I've faked it by adding a one unit thin layer of blue tinted color glass to the sides of the tank. Once I've finished the map I plan on making a simple custom texture to give it a more watery feel.

^indeed.

DJive
04-22-2008, 08:06 PM
update? wow been a bit

no screenshots as the stuff im doing is small tweaking.

1. I finally fixed my elevator in the way or call triggers and doors and elevator waiting on each floor.
2. I cut a hole out of the floor corner in the biodome. This is to allow players to drop down to prevent elevator camping.
3. Added back in the old "break glass to capture" and enable forward spawn
4. Fiddling with the damn bio-dome glass textures to make them not look..well awful. urgh pain in the butt.
5. Made my water how i wanted... kinda. It lacks the realistic look however it does exactly what i needed it to do so ill take the trade off =)

Request?

I feel horrible for asking but i tried the tutorial "how to convert .vmf to .mdl" and couldnt seem to do it right.

The attached file is the "beam" in my map. there are roughly 12 or so in my map. Having been told making those to .mdl's will help a ton im asking for some help. The beam prefab is the attachement. There are no custom textures just the stock ones in TF2. Anyone willing to take a shot and convert it into a model thanks a ton.

kimangroo
04-23-2008, 04:44 AM
Request?

I feel horrible for asking but i tried the tutorial "how to convert .vmf to .mdl" and couldnt seem to do it right.

The attached file is the "beam" in my map. there are roughly 12 or so in my map. Having been told making those to .mdl's will help a ton im asking for some help. The beam prefab is the attachement. There are no custom textures just the stock ones in TF2. Anyone willing to take a shot and convert it into a model thanks a ton.

I'm trying to learn how to do exactly that because of the same crappy MAX BRUSH SIDE NUMBER error. Not having much success compiling though. If anyone does take DJive up on his request, it would be great if they could post a quick walk through of the steps taken here as well!

VelvetFistIronGlove
04-23-2008, 04:08 PM
Working on it

ryodoan
08-25-2008, 03:21 PM
Bump? Just thought of this map today and I was wondering how it was going? If it was going?

DJive
08-25-2008, 03:24 PM
='(

is all i gotta say hah.

lost in the mapping halls, nothing but a pretty little picture.

Vander
08-25-2008, 05:08 PM
<---cries a little each time he reads no updates for this. :(

DJive
08-25-2008, 05:14 PM
aww =(

Its just point and case mapping without a point. Providing i had a plan from the start awesome.. but i sadly didn't =(

Maybe now with arena *being pretty much a DM.. i don't see the different* i can somehow make it into an arena map and revive the dead. who knows =)

Thanks for the interest all, i didnt delete the file when i restored so i can pick it back up.

Uriak
08-25-2008, 05:20 PM
Sure, Arena mode gives a whole new opportunity for those no attack/defense maps. Deathmatch lets mappers with little constraints :)

ColdFire
08-26-2008, 02:54 AM
And arena would allow you to keep the map small and not explode your brush count :)

Memento Mori
08-26-2008, 05:22 AM
This would definately make a great arena map. To be honest I think the textures looked really nice, kind of TFC style, but they fitted the moon base theme really well. Arena maps also don't need as much RED/BLU side texturing so I think you could stick with what you have and it would be fine. There would probably be modellers willing to help you cut down on the brush limit too.

AWESOME-O
08-26-2008, 07:12 AM
any updates?
And no, dont make it a arena map, please, please!

Vander
08-26-2008, 09:29 AM
any updates?
And no, dont make it a arena map, please, please!

Pay no attention to the Lolz behind the curtain.

Getting this awesome bit of brushwork in ANY playable format is cool by me. Arena rocks! :thumbup:

DJive
08-26-2008, 01:33 PM
ah !@#$ !

Velvet....... any chance you have that model you made me? I opened my map file today and noticed a ton of "error" all over the place realized it was that beam you sent me i forgot to carry over =((((

drp
08-26-2008, 01:44 PM
make it an arena map

laghlagh
08-27-2008, 06:27 AM
Make it anything, I just want to see this released or something :(

zpqrei
01-19-2009, 04:24 PM
Make it anything, I just want to see this released or something :(

I second this notion.

You can't just abandon this work of art!

ryodoan
01-20-2009, 08:07 AM
:mad: If this does not get released I will bash you on the nose DJive.

laghlagh
01-20-2009, 09:34 AM
A worthy bump :)

AWESOME-O
01-21-2009, 08:45 AM
A worthy bump :)

indeed

zpqrei
01-21-2009, 12:59 PM
This map will be released. Or DJive gets it :P

DJive
02-27-2009, 09:23 AM
Wow i must have missed the posts to this.

Thanks for the encouragement guys, as of so far its not completely ditched but a good95%.. still a chance though.

forget the brush work though getting those elevators to work that way took me twice as long hah, so i cant seem to forget abotu this just yet.

oxy
02-27-2009, 11:39 AM
I second that bump... get on this junk! This is some of the best brushwork I have ever seen in the source engine.