• RP_Construct
    790 replies, posted
If you DO reach 90%, convert some stuff into props with propper. It's really simple.
off topic: how do you make a night map i have never done it before so don't rate me dumb on topic: u sir are a werry good maper
it is easy! find a nice night skybox and its light settings here: [url]http://developer.valvesoftware.com/wiki/Sky_List[/url]
I don't know how many of you realized that this map if perfect for RP with a construction module.
[QUOTE=Gmod Marto;19645568]I don't know how many of you realized that this map if perfect for RP with a construction module.[/QUOTE] What is a construction module.
Double post/bump for update. New building is damn near done; I just need to optimize it fully and tweak the lighting a wee bit. I really like how it turned out. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0002.jpg[/url] [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0003.jpg[/url] Also some new images for the first page new and afternoon/early evening lighting that I really really like. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0004.jpg[/url] [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0000.jpg[/url] You didn't hear this from me, but I think I might release a teaser version of the map with just this center area either tonight or tomorrow.
The new lighting is alot more interesting. Looks good, keep it up! :D
Yes I like the way it is going. It doesn't look AS blocky as other construct maps it has some differing styles that stand out more. As for texturing it looks a lot the same but I don't care I like the map how it is so far. Keep up the good work man!
Much better than it originally was.
Lighting is almost done, I've got a few more unlit areas and the big mother, building 3, to re-do the lighting in. Police station: [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0010.jpg[/url] Building 2: [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0009.jpg[/url] [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0008.jpg[/url] also a retexture of the corner building because I hate seeing the unfinished plaster texture at this point. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0005.jpg[/url] (I don't know about the wood specifically, but I think it's a step in the right direction) and I really think I need to do some work with cubemaps because I just kind of arbitrarily laid some down near semi-reflective surfaces and got these clusterfucks of reflection. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0007.jpg[/url] [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0006.jpg[/url]
Police station needs much more detail.
[QUOTE=Dr Pepper;19655868]Police station needs much more detail.[/QUOTE] Like, prop detail?
Probably. Try adding props in your map to spike up the detail a bit.
[QUOTE=HighdefGE;19656991]Probably. Try adding props in your map to spike up the detail a bit.[/QUOTE] In terms of prop detail, I'm going for a freespace town feel. I'd like to keep it open.
make the middle more...open. for people to build etc
[QUOTE=MAspiderface;19657115]make the middle more...open. for people to build etc[/QUOTE] I'm not even going to repeat myself. I've answered this a million different times, both specifically in regard to the middle area and the overall layout of the entire map.
[QUOTE=Sirrus;19657178]I'm not even going to repeat myself. I've answered this a million different times, both specifically in regard to the middle area and the overall layout of the entire map.[/QUOTE] Oh. okay
Yeah just add a little amount of props dont go all out
[QUOTE=Sultan;19658061]Yeah just add a little amount of props dont go all out[/QUOTE] It might happen. I've been doing so much lighting touch-up, optimization, and little menial things but making no forward creative progress that as soon as possible I'd like to be making more creative progress.
put like a fountain in the middle something to spruce it up a bit
[QUOTE=Sirrus;19657086]In terms of prop detail, I'm going for a freespace town feel. I'd like to keep it open.[/QUOTE] Not as in couches and tables, but props that spruce up the walls for example; like pipes.
[QUOTE=Sirrus;19654852]Lighting is almost done, I've got a few more unlit areas and the big mother, building 3, to re-do the lighting in. Police station: [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0010.jpg[/url] Building 2: [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0009.jpg[/url] [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0008.jpg[/url] also a retexture of the corner building because I hate seeing the unfinished plaster texture at this point. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0005.jpg[/url] (I don't know about the wood specifically, but I think it's a step in the right direction) and I really think I need to do some work with cubemaps because I just kind of arbitrarily laid some down near semi-reflective surfaces and got these clusterfucks of reflection. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0007.jpg[/url] [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0006.jpg[/url][/QUOTE] :barf: that is really ugly to be honest. Add in some point_spotlights and some func_dustmotes. [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0010.jpg[/img_thumb] This looks really boring, add some detail in here and change up the wall texture to something else. [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0009.jpg[/img_thumb] This is too yellow, and has a ugly feel to it, make it witer and change the wall texture to something less used. [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0008.jpg[/img_thumb] Again with what I said, add in some point_spotlights in here, it looks really weird having a room lit up looking like that. And I think somebody has said this before, add a light with a low brightness just below the prop so it lights up the rest of it. [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0005.jpg[/img_thumb] I think you should leave the wall texture as it is, just change the floor texture and the ceiling texture. The lighting looks a tad off the right light. [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0007.jpg[/img_thumb] Repeating textures ahoy! Raise the texture scale so the wall doesn't repeat like that. [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0006.jpg[/img_thumb] Change the texture on the floor/roof.
For interior lighting: I can understand and will almost definitely change the naked lightbulbs based on a lot of the suggestions I've received so far but it makes [B]absolutely no sense[/B] to add anything to the dome lights. Dome lights like that have a very thick almost opaque off-white glass that cause the light from the lightbulb to be more evenly spread, equally lighting as much as the room as possible (obviously except the ceiling) and yes I know the textures need work. But you contradict yourself, you say the plaster texture is horrible, and should never be used but you say the wooden wall texture should be changed back to the plaster. I didn't click with the wood texture, but I think it's at least an improvement over the plaster.
What are you talking about? I said keep this: [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0005.jpg[/img_thumb] Just work on the lighting a bit. As for this: [img_thumb]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0010.jpg[/img_thumb] Do you not see the wall texture in here? You use it [B]too[/B] much and makes it boring to be inside the buildings. I'm suggesting you change up the wall texture to more than just one or too, that is why I said to keep the other plaster texture at the top of my post, it actually looks good.
Alright, I misread your post. I definitely agree that the plaster texture is used waaay to much. The interior textures need work and that's probably going to be the next thing I'm going to end up working on today. As for lighting, I spent the better part of the last hour fiddling with point_spotlight on the naked lightbulbs. Not only could I not get it to work (point_spotlight would either not show at all in-engine or be a little bit below where you'd expect the effect to come from and it looked horrendous) but I think it kind of cheapens the look of the light. I'll add the regular weak light entity a little below the naked bulbs so that it illuminates the bulb and the ceiling above it a bit. Edit: underground lighting is finally where I like it. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0011.jpg[/url] [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0012.jpg[/url] Also, secret underground entrance to secret underground black market, anyone? [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shhhg0013.jpg[/url]
If that long hallway is underground, add some supports to add better detail. From the way I see it, those rooms set a somewhat boring mood.
He said they weren't final textures anyway, why bother complaining about them?
I wasn't talking about the textures, silly. I explained about adding detail in the rooms.
Woah! You need to spice up the map a bit. Right now it is just several boxes with textures on the sides. Try to add borders and more interesting geometry. Take a look at construct and other popular construct maps, they often have some nice geometry in them. Gm_Xhs_construct is a great example: [URL="http://www.garrysmod.org/downloads/?a=view&id=63051"]http://www.garrysmod.org/downloads/?a=view&id=63051[/URL] Xhizors(the creator of this map) have managed to keep that construct feeling, but yet made the map his own, by using a nice design. I like your idea and concept, but your skills and understanding of textures and geometry is not quite there. You should practice and experiment, with different styles(that are similar to construct of course).
[QUOTE=hawkeye hawk;19664721]Woah! You need to spice up the map a bit. Right now it is just several boxes with textures on the sides. Try to add borders and more interesting geometry. Take a look at construct and other popular construct maps, they often have some nice geometry in them. Gm_Xhs_construct is a great example: [URL="http://www.garrysmod.org/downloads/?a=view&id=63051"]http://www.garrysmod.org/downloads/?a=view&id=63051[/URL] Xhizors(the creator of this map) have managed to keep that construct feeling, but yet made the map his own, by using a nice design. I like your idea and concept, but your skills and understanding of textures and geometry is not quite there. You should practice and experiment, with different styles(that are similar to construct of course).[/QUOTE] By borders I assume you mean walls around the current map. This is not done and there will be stuff around it when it is done. As for your comment "It's just several boxes with textures on the side" What the fuck do I have to do to please you people? It seems like the only way to shake "lol it's too boxy" is to design some Frank Gehry building. [IMG]http://www.studio-international.co.uk/studio-images/gehry/disney_hall_5b.jpg[/IMG] I really don't see how this map has boring geometry and crappy texturing. Both the geometry and the texturing are far better than the vast majority of maps that are produced by people at the same point as me in terms of time spent in Hammer. (120 hours in hammer thusfar, with only about 20-30 hours in it before starting this project). And as for the textures that aren't that good at the moment (unfinished plaster) It's being worked on; give me time. I can't do everything at once.
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