Put a combine train you can drive in and I would love you forever!
How about you make the roof's high enough for a combine train :smug:?
Also, I said not like subtransit because that shit [highlight]was laggy to shit and the tracks where purposely made so we couldn't put our own on[/higlight] and thus it sort-of died a year later due to crashing and shit.
Have a platform 9 3/4 Easter Egg area.
[QUOTE=Black-Ice;16156863]How about you make the roof's high enough for a combine train :smug:?
Also, I said not like subtransit because that shit [highlight]was laggy to shit and the tracks where purposely made so we couldn't put our own on[/higlight] and thus it sort-of died a year later due to crashing and shit.[/QUOTE]
NO AUTOMATED TRAINS FOR FIRST RELEASE.
what I'd rather do than an automated train anyways is make one with wire and release the dupe of it, after all the buttons for the switches are on the floor, plus I'm adding doorstops that raise up when the train would derail if it went any further. Rangers + wire user and tada, automated train.
The tunnels are 256 units tall (taller than wireconstruct), the width of the tunnels are the same as wireconstruct. Not sure if a combine train can fit in that height wise but it defintely can width wise.
768 is a good height, because of the scaling. (it's 256 + 512)
I make my own trains <:(
No automated ones pl0x <:(
Also, may I beta test? I shall be a pleasant dude (:smug:?) and won't do anything to leak ze map.
Also, avatar change (it really bugs me :'()
Also, will it fit a train01+ in there? I would really appreciate that :q:
[QUOTE=Black-Ice;16158430]I make my own trains <:(
No automated ones pl0x <:(
Also, may I beta test? I shall be a pleasant dude (:smug:?) and won't do anything to leak ze map.
Also, avatar change (it really bugs me :'()
Also, will it fit a train01+ in there? I would really appreciate that :q:[/QUOTE]
a what? train01+? what is that?
This is totally great! I wanted to do my own but lost the fun in making it within a few hours. The layout looks fantastic. I'd like to see some pics of the terrain to see how much of it is on a plain ground. I hope there will be a nice countryside. Have you textured it yet or just built the brushes? I'm looking forward to see more screens.
[QUOTE=v0idnull;16127019][url]http://www.psikon.com/~v0idnull/trainmap.jpg[/url]
That's four levels of tracks viewed from the top.
I haven't finished the upper level network yet and things need to be reworked a bit if I'm going to have an underwater tunnel, but it should give you an idea of the complexity of the system.[/QUOTE]
Holy shit!
That is insane!
[QUOTE=DasMatze;16158913]This is totally great! I wanted to do my own but lost the fun in making it within a few hours. The layout looks fantastic. I'd like to see some pics of the terrain to see how much of it is on a plain ground. I hope there will be a nice countryside. Have you textured it yet or just built the brushes? I'm looking forward to see more screens.
DasMatze[/QUOTE]
No outdoor area has been done yet. Connectors going up top are there, but that's it.
Not sure how detailed the outdoor area will be. Mobenix v3 had really nice outdoor areas that their train network went through.
I might save a detailed outdoor area for a later version and instead have a more basic, flat outdoor area, but with decent stations/sidings.
train01+ is a model, train01 is anyway. the + on the end indicates the other train0#'s. (the # sign is "number")
Train01
Train02
Train03
Train04
Train05
Train06
Train07
I think that's the complete Half-Life 2 train list :v:
[editline]09:16PM[/editline]
Train01 is that blue train at the start of Half-Life 2, by the way.
[editline]09:16PM[/editline]
Holy on shouldn't this post be page 2?
If it does it now, lol.
@Black-Ice: All the trains (HL2, DODS, TF2, CSS ...) and the PHX wheels use an approximate width of 88 (or was it 80?) Inches/units. So: yes, they will fit.
[B]Edit@GunskiMod:[/B]
[quote][B]PLEASE MAKE AN OFFROAD COURSE ON THE TOP[/B]
All of the good maps usually don't have anything like that.[/quote]
That's why they are [b]good maps[/b]. ;) Seriously, that wouldn't fit if there wasn't even a landscape around it.
[B]Edit@v0idnull:[/B] I'd like to know how far you reached the brush limit (the percentage at the end of an compile log (with VRAD on normal or fast)?
[B]PLEASE MAKE AN OFFROAD COURSE ON THE TOP[/B]
All of the good maps usually don't have anything like that. Which is why people switch to other maps.
oh man
combine train is 290 units tall, and that's assuming it's directly on the track.
I dunno, that's a pretty tall tunnel, it will look funny. I can appreciate why some people would want it, but... that's a pretty tall tunnel.
Sorry, I'm not entirely convinced by this. I'd have to push the levels down to accomodate for the height, and rethink my idea of signals on the roof, which means probably widening the tunnels.
One thing that COULD work is a separate (albeit smaller) tunnel tracks specifically for combine train models. Tunnels custom built to their needs... hmm....
[editline]08:46PM[/editline]
[QUOTE=DasMatze;16160349]
[B]Edit@v0idnull:[/B] I'd like to know how far you reached the brush limit (the percentage at the end of an compile log (with VRAD on normal or fast)?[/QUOTE]
Can't. Nothing is sealed up yet. I'd have to cordon and that's just not accurate. Once I finish the tunnels and stations, but before detailing, I'll do it.
Also, those tracks aren't exactly optimized. There are many cases where multiple brushes can easily be replaced with one brush. For example, my prefabs for 90 degree turns all include straight entrances/exits. Those can be merged to the straightaway it connected to.
Compile with VBSP only, then run "vbspinfo.exe" inside the sourcesdk\bin\orangebox\bin folder, and it will tell you the precentages that VRad normally says.
I also had a model train set when i was a kid. Hours of fun, had all the german and dutch train sets. All my trains together were longer than the tracks xD
I can't wait for release!
[QUOTE=Lord Ned;16165375]Compile with VBSP only, then run "vbspinfo.exe" inside the sourcesdk\bin\orangebox\bin folder, and it will tell you the precentages that VRad normally says.[/QUOTE]
Hi.
I compiled the map, and exceeded brush sides but with 80% of max brushes.
I optimized the map as it is so far, and added a bunch of new details, now with half the underground done with tunnels and lights and buttons, I have about 40% left on brush sides, and 50% on brushes themselves.
I'm comfortable I can achieve what I want to achieve with this leeway. It's a good thing you pointed this out. I didn't think about checking up on it.
One more thing I think I'll have to do is remove some of the S turns that represent subway stations. I guess most stations now won't be in the middle of hte tracks but on the sides.
You'll probably have to either model some stuff, or reduce. Eg cut back from a rounded corner to just a slant.
[QUOTE=Lord Ned;16179137]You'll probably have to either model some stuff, or reduce. Eg cut back from a rounded corner to just a slant.[/QUOTE]
I did just that.
eg: a 90 degree turn originally had eight brushes for a floor. I replaced this with one square brush. Definitely doesn't look as good, but with some nice textures and lighting, I can hide it.
Also, if the tunnel is two tracks, each in their own tunnel, then a 90 degree turn for both of them wouldn't have a wall inbetween them, saving on brushes. This also has the side benefit of making it easier if your train derails on a turn. You have more room inside the tunnel to set things straight again.
[editline]03:25PM[/editline]
[QUOTE=Lord Ned;16179137]You'll probably have to either model some stuff, or reduce. Eg cut back from a rounded corner to just a slant.[/QUOTE]
Modeling stuff would be really nice too.
Actually, is there is a quick way to convert prefabs to models that can be used in softimage?
Quick, no not really. You can load your map in Crafty, and export it as an OBJ, which will preserve the UV's. Then you have to build a collision model, and find textures, and export and compile.
I'm tryin' to make a bridge with water undernieth. If I ever get around to properly making it, I'll send it you as a souvineurairwurur.
Are you dutch? "undernieth" :P
Make a bridge like this: [url]http://mw2.google.com/mw-panoramio/photos/medium/6462394.jpg[/url]
I love the swiss railroads
Woops, meant underneath.
If you dont mind, would like to beta test when its possible:dance:
Btw, lookin' good ;)
Hi guys. I've hit a snag in this project. Brush limits...
What I'm trying to do is convert my track prefabs to models, but so far I've had no success whatsoever. I've gotten as far as compiling the smd file without any errors, but I can't load the resluting mdl in the model viewer or hammer.
If I can figure out how to make these stupid models, then it opens the possibility into even more complex structures. Bridges, deep cliffs, etc.
so this will incur a significant delay as I try to figure this out. However, I will post some screenshots of some of the lighting/signals I've been trying out this weekend.
Someone help him D:!
Damn i have too many awesome ideas for your map. I wanna help!
I am working on a very modest train map myself. The major part i am working on, is creating trains using func_physbox's. I plan on make them controlable from the inside of the locomotive, by adjusting speeds and stuff. Just throwing a bone here :P
[QUOTE=v0idnull;16220335]Hi guys. I've hit a snag in this project. Brush limits...
What I'm trying to do is convert my track prefabs to models, but so far I've had no success whatsoever. I've gotten as far as compiling the smd file without any errors, but I can't load the resluting mdl in the model viewer or hammer.
If I can figure out how to make these stupid models, then it opens the possibility into even more complex structures. Bridges, deep cliffs, etc.
so this will incur a significant delay as I try to figure this out. However, I will post some screenshots of some of the lighting/signals I've been trying out this weekend.[/QUOTE]
If'n you'd like, I could do the models for you. Fire the obj files my way.
Or better yet XSI Mod Tool has a VMF importer/exporter that you can actually use to load the VMF directly in XSI.
Status Update:
Ok, I tried numerous times trying to create my own models for rail road tracks and have failed.
So I've opted to use a combination of the PHX tracks and my own brush work. the brush work will be used for track switches since one of the track switches in PHX has a broken collision model.
What this will mean though is that I have to redo my whole network. The prefabs I have don't necessarily line up perfectly well with the PHX models.
So now I'm in the process of creating some PHX prefabs for myself. Dual track 90 degree turns with walls and what not.
So yeah, it means we'll have to wait longer for this to be done, but it also frees up brushes that I can use for nicer details in tunnels and above ground buildings and stations (and bridges? =]). Stay tuned to this thread for more info...
2 pages without any content whatsoever? Just great.
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