• RP_Construct
    790 replies, posted
I like the map, don't give up! :D
[QUOTE=Sirrus;19614673]Hey, it is! Let me get a screenshot, I think is looks kickass right now. Edut: [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0017.jpg[/url][/QUOTE] This map is coming along nicely. Keep up the good work and hope to see a finished product!
yo man this is boss. add a pool!
[QUOTE=HighdefGE;19617723]Where's your sprites? You gotta have your sprites. And as for the light bulbs, I'm getting the feeling that the lighting is only coming from one direction of the light source. Add a low powered light_spot facing upwards directly to the light source. Also, change the colors around a bit; make them a bit more yellow, instead of just plain white. Other than that, keep it up![/QUOTE] I can dig the sprites, but not so much the upward light_spot; it's just not how normal lights operate. Also, I'll be working on the lighting a lot; specifically making it more not white and some other adjustments. I do feel confident in saying that there is a world of difference between the old lighting and the new lighting. For comparison: Old lighting: [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0020.jpg[/url] (fullbright of same shot)[url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0019.jpg[/url] New lighting: [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0009.jpg[/url] Also, just for fun, a cool night shot I took. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0021.jpg[/url] Needs outdoor lighting, but that's not what I'm worrying about right now. This map probably isn't going to be night.
It actually looks pretty nice at night.
Since you guys haven't seen many pictures of the underground and this is pretty much the only creative progress I've made since the new building, I suppose I'll post some pictures RIGHT NOW. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0024.jpg[/url] (a note on this one; the lights are supposed to be bright. They're at the opposite end of a long corridor that leads to the back entrance/exit of the police station, it's a defensive tactic that I made up for this map where if an attacker can't see into the light but a cop can clearly see them it's easy to shoot/kill them.) [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0023.jpg[/url]
Meh I get its suppose to be bright but that might be [I]too[/I] bright. second picture looks cramped and too yellow.
also forgot to put this in. [url]http://i33.photobucket.com/albums/d58/photobug101/underground.jpg?t=1263439987[/url] I'll decrease the yellow in the second pic.
I hope you release both night and day versions of the map. Both settings look really nice.
[QUOTE=Marlwolf78;19621068]I hope you release both night and day versions of the map. Both settings look really nice.[/QUOTE] Thanks buddy. If I do release a night version, a day version will preceded it by a week or so. It wouldn't be quick environmental lighting/skybox change; I'd actually spend some time making it look good.
[QUOTE=Sirrus;19618534]I can dig the sprites, but not so much the upward light_spot; it's just not how normal lights operate.[/QUOTE] You missunderstood me. You probably already have a high powered light_spot facing downwards, just add another low powered light_spot facing upwards to give a better effect. What I see from the looks of your pictures is that the lights are coming from one direction from a light bulb, and doesn't hit the ceiling at all; which is unnatural. I can post a picture if you don't know what I mean.
[QUOTE=Stupideye;19618577]It actually looks pretty nice at night.[/QUOTE] WOW i agree [editline]10:03PM[/editline] [QUOTE=Marlwolf78;19621068]I hope you release both night and day versions of the map. Both settings look really nice.[/QUOTE] agreed
people seem to like both the night and day versions, so do you know if it is possible to make it change from night to day, but fast?
[QUOTE=Sirrus;19620919]I'll decrease the yellow in the second pic.[/QUOTE] Not too much though, my grandpa has one of those old lights and they do give a serious yellow glow. I got to say, nice work on designing the buildings. Loving it.
[QUOTE=yuki;19600885]I didn't know any other mappers had a note-sketchbook for remembering things to be done.[/QUOTE] I do. Though sadly it doesn't help me get any more maps finished. But as for this map, I got to say a night version may be nice but it needs to be lighter. Like give the whole area a glow, if that makes any sense. Otherwise with all the dark brick textures it's kinda bland with nighttime lighting.
what is the name of the texture you use in the shops ?
[QUOTE=HighdefGE;19621706]You missunderstood me. You probably already have a high powered light_spot facing downwards, just add another low powered light_spot facing upwards to give a better effect. What I see from the looks of your pictures is that the lights are coming from one direction from a light bulb, and doesn't hit the ceiling at all; which is unnatural. I can post a picture if you don't know what I mean.[/QUOTE] Oh, oh, for the naked bulbs do the upward spotlight; I dig you now. What I'll probably end up doing is just turning the outer fading angle to like 170 or something; it might not get the exact same effect as what you described but it'll definitely be less taxing on vrad.
[QUOTE=Sirrus;19620208][url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0024.jpg[/url] [/quote] Those lights are far too bright, and how did they get a road barricade indoors? [QUOTE=Sirrus;19620208][url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0023.jpg[/url][/QUOTE] That window is too thick, almost as thick as the window frame.
[QUOTE=Root Beer;19624977]Those lights are far too bright, and how did they get a road barricade indoors? That window is too thick, almost as thick as the window frame.[/QUOTE] It's the sprites being too large, not the light. The light is good, albeit a bit wide and they just brought it down there :D The window, as all the windows I make, are two game units thick. You just can't see the other side well.
In the picture with the "bright lights", ([URL]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0024.jpg[/URL]) you can tone down the extreme glow of the point_spotlight/env_sprite by decreasing the "scale color with HDR" (I think it's called that, or something similar) option. Turn it to like 0.5, and it should be okay.
[QUOTE=HighdefGE;19617723]Where's your sprites? You gotta have your sprites. And as for the light bulbs, I'm getting the feeling that the lighting is only coming from one direction of the light source. Add a low powered light_spot facing upwards directly to the light source. Also, change the colors around a bit; make them a bit more yellow, instead of just plain white. Other than that, keep it up![/QUOTE] Don't use an upward spotlight, just use a normal light entity at low power. I use 10 - 25 depending on the brightness of the other light. Also if I was you I would remove some of the lights inside to "give more contrast" as another FPer said. Make it darker inside. Also when you choose a colour for your lights it helps to add abit of grey to it as well.
[QUOTE=Janooba;19626230]Don't use an upward spotlight, just use a normal light entity at low power. I use 10 - 25 depending on the brightness of the other light. Also if I was you I would remove some of the lights inside to "give more contrast" as another FPer said. Make it darker inside. Also when you choose a colour for your lights it helps to add abit of grey to it as well.[/QUOTE] I'll work with lighting more when everything else is done in this centermost area; I've been doing so much lighting as of late that I really want to do doors and windows on the new building.
You're a fantastic mapper Sirrus. Also, be sure to use env_sprites to polish up your lights.
[QUOTE=Sirrus;19627295]I'll work with lighting more when everything else is done in this centermost area; I've been doing so much lighting as of late that I really want to do doors and windows on the new building.[/QUOTE] If you do everything last nothing will get done
[QUOTE=That 0ther Guy;19627686]If you do everything last nothing will get done[/QUOTE] Agreed. I also dislike that almost everything uses that brick texture, and no, it's not a theme.
May I add that, to people complaining about the repetitive brick texture, that they might just be placeholders? I mean there's plenty of room to finalize looks and textures in the final stages.
[QUOTE=kp3;19627702]Agreed. I also dislike that almost everything uses that brick texture, and no, it's not a theme.[/QUOTE] Just because most of the buildings are brick now doesn't mean that every subsequent one will be. I thought it would look odd to have the taller buildings be plaster, so I made them brick. Also, @ The Other Guy, just because I lowered the priority of something doesn't mean that it'll never get done. I never said I'd be doing anything last, either. I've been saying "I'll do it after so and so is done".
Sirrus i love how your basing an rp map on a somewhat Simple base but your making it into a very nice map, im pretty impressed how far it came from the first picture i saw.
[QUOTE=Fourm Shark;19635528]make a secret underground bunker acesed through a section of tiles in a bathroom.[/QUOTE] That's kind of what the police bunker is, except w/out the bathroom tiles. [editline]09:07PM[/editline] I finally got around to adding windows and doors to the new building. Here it is. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhh0002.jpg?t=1263521078[/url] I went with a little bit different brick color; it's a bit deeper and definitely contrasts the other brick well but it's hard to see in the dark. I also went with a completely different interior texturing scheme because I haaaaated the overuse of the unfinished plaster. Here it is, fullbrighted because it is literally impossible to see without it because the interior is yet unlit and it's dark outside. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhh0001.jpg[/url] Edit: A question: Does this map in it's current incarnation look like it should be occupying 33% brush capacity? 'cos it is.
Don't worry about that until it gets to 90 or so. Then you need to worry. Just keep chugging along as if its not there.
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