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Old 06-29-2012, 05:01 PM  
Blobolob
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Map attempt number two, I've shelved “pl_Launchpit” for now in favour of something simpler but I shall return to it

This is the first stage of...
 
Last edited by Blobolob; 06-29-2012 at 05:31 PM.
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Old 07-01-2012, 02:09 PM   #10
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I like that model. For scale I would suggest import an existing model in the program you use and scale yours it to that size.
The walls being 192 units is normal, it just looks better then 128, which I use in L4D for instance.
For scale of stuff, there's something about it on the valve developer wiki.
Here:
https://developer.valvesoftware.com/...%27s_Reference
 
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Old 07-11-2012, 06:17 AM   #11
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Not much mapping done, still want to get the first stage playtested.

I've been working on my modeling instead so not totally inactive. Well, texturing and importing. (cant really show you importing until I finish but this is the cart now)



If its any help to anyone else, the guide seems pretty good so far, though im not all the way through it yet. (Maya 32 bit, that set me back a while)

http://www.moddb.com/engines/source/...ames-with-maya

(I'm not sure if its allowed to post links to other community webpages, if not, please just remove it or tell me to remove it)
 
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Old 07-16-2012, 09:52 AM   #12
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Just watched the Demo file, sorry I couldnt make the gamenight.

I thought I'd fixed the black room thing already (a friend was kind enought to act as guniepig) so im not sure whats going on there.

It wont let me load the pointfile to check for leaks, so im not sure how to go about fixing it. Just to clarify, Nodraw doesn't seal a map, right? I dont think I have any of them left where they might be causeing a leak error either way.

As for the programming issue and out of phase cart, I'll fix them asap. I'll try do somethign about the bottle neck after second point as well. Maybe reduce spawn times for blue as well as add more time on for the second point.

Anyway, thanks for the feedback
 
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Old 07-16-2012, 11:11 AM   #13
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Nodraw does seal a map. Func_details and other entities dont.

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Old 07-16-2012, 11:39 AM   #14
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Ok thanks.

I dont think I have any func_details sealing the map, but maybe a few clipping out of the map? will that effect it? (wheels going through the floor, that sort of thing).

Oh also, displacement geometry, it doesnt seal the map or is it just its not solid to dead people / dropped weapons?
 
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Old 07-16-2012, 11:53 AM   #15
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Displacements don't seal either. You need nodraw beneath it.
 
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Old 07-16-2012, 12:45 PM   #16
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Thought as much, I'll check ive not messed that up either.

Cheers
 
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Old 08-09-2012, 03:33 PM   #17
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So I thought you all might get a laugh out of this. I've been trying to learn the importing pipeline for my Maya miningcart, and got stuck at the point of getting the texture to load on it in the model viewer, I've manage to make the .vtm .vmt files but no success so far.

Anyway, to cheer myself up, I thought I'd see what the pink boxy cart looked like in the map, to you know, have some level of success and cheer myself up at the textures utter failier.

Anyway the result is this.



Parhaps I could make it into a rolerskate or something

If anyone knows of a good tutorial thats relitively up to date and for Maya > source or any other program infact, Id really appreciate it. I've been using the one bellow, its good, it got me this far, but its for maya 2008 and its talking about halflife files and directories, not orange box tf2.

http://www.moddb.com/engines/source/...ames-with-maya

Ill be exporting a sourse model I think as a size comparison before I start modeling again, like was sudjested

Thanks
 
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Old 08-13-2012, 07:52 PM   #18
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I only looked at the pics. Judging off that I think the sky and lighting should be brightened up. It feels gloomy to me. Do you plan on painting the ground so it isn't all the same that can change the feel and look to. The buildings feel like blocks with window models on them maybe add some exterior framing down the corners of the buildings for detail. I like the idea still lots of work to do I can see Keep on mapping.
 
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Old 08-14-2012, 03:44 AM   #19
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Scale up the cart model in Maya. Or import another model from TF2 for reference.
The textures need to be in the right place, make sure the QC and VMT files are set up with the correct file paths.

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