• RP_Construct
    790 replies, posted
[QUOTE=Sirrus;19584059]Not as much as it should be- full compiles still take about ten minutes. I'm pretty sure 95% of everything that needs to be nodrawed is nodrawed, but I can't shake the feeling that there's a lot more I could use func_detail for.[/QUOTE] Cut down the compile time by using area portals. Basically, make a brush out of the texture [i]tools\toolsareaportal[/i], and make that brush's width equal to or smaller than the door, and place the brush exactly where the door is, where it should touch 4 sides of the world. Tie the brush to func_areaportal. Then, link the func_areaportal to the door, and set the initial state as closed. What area portals, related to doors, is prevent the world behind the door from being rendered when the door is closed. And when the door opens, the world behind it renders, which is useful optimization-wise.
[QUOTE=HighdefGE;19602810]Cut down the compile time by using area portals. Basically, make a brush out of the texture [i]tools/areaportal[/i] (I think?), and make that brush's width equal to or smaller than the door, and place the brush exactly where the door is, where it should touch 4 sides of the world. Tie the brush to func_areaportal. Then, link the func_areaportal to the door, and set the initial state as closed. What area portals, related to doors, is prevent the world behind the door from being rendered when the door is closed. And when the door opens, the world behind it renders, which is useful optimization-wise.[/QUOTE] This might be useful for closets? Unfortunately, due to the nature of this map a lot of the stuff here is open on more than one side due to windows and the like; I assume this only really works with places where you can't see into the place opposite the area you're in.
[QUOTE=Sirrus;19602841]This might be useful for closets? Unfortunately, due to the nature of this map a lot of the stuff here is open on more than one side due to windows and the like; I assume this only really works with places where you can't see into the place opposite the area you're in.[/QUOTE] [url=http://developer.valvesoftware.com/wiki/Area_portal]Here you go.[/url]
Look's good. Make a hotel eh?
[QUOTE=yuki;19600885]I didn't know any other mappers had a note-sketchbook for remembering things to be done.[/QUOTE] I do it when I'm Lua coding. It does really help me.
[QUOTE=yuki;19600885]I didn't know any other mappers had a note-sketchbook for remembering things to be done.[/QUOTE] I use notepad files. Hundreds and hundreds of notepad files. I've got so much shit on my desk, there's no room for physical notes anymore. :v: I feel like there are a lot of dumb people on both sides of the argument in this thread. No, people aren't criticizing the map because they're just jealous and terrified that it might be popular. No, 'it's a WIP' is not a valid deflection to any and all criticism. And no, I really wouldn't say the map is 'fantastic'- it's a solid start, but it needs work. That said, when I ask for critiques, I'm looking for something more specific than 'the lighting's bad/architecture is blocky/needs detail'. Chances are, I already know all of those things and agree with you. I'm looking for advice not because I don't know what's wrong- I'm looking for help on [I]how[/I] I fix it. And I don't think that people are saying 'the lighting's crap' because they're [I]omg so mean[/I]- sometimes it's hard to give specific suggestions for critique. Regardless. I feel like the new building is a step in the right direction architecture-wise, although the same brick texture everywhere is still bothering me, and I'm not sure if I like the brick sitting inside a concrete 'frame' like that. You said you're going to address lighting later, but I think things would benefit drastically just from making some light_environment changes. Have you considered trying some of the light_environment settings here? [URL]http://developer.valvesoftware.com/wiki/Sky_List[/URL] If nothing else, it's a good place to start. Also, as far as making buildings that are less blocky goes, it helps me to keep an inspiration/reference folder full of pictures of buildings I think are interesting, as well as other things I find intriguing. You don't need to copy a picture exactly or anything, but it helps to look at the shapes and sorts of detail found in average modern buildings. tl;dr: GROUP HUG, EVERYONE
[QUOTE=Rabbi Vole;19605804] tl;dr: GROUP HUG, EVERYONE[/QUOTE] Thanks d00d. Most of what I've been doing this week is interior lighting improvements; I'm not worrying too much about light_environment right now, I'm letting myself put that off until the geometry is done. As for geometry, I plan on spicing it up a lot when I get out to some of these side buildings. P.S. When I give the signal my friend Rabbi Vole will play the solo :D
Needs a pool also it looks WAY to close and small add some space dood also Gun shop!
Looks really good, dont forget to add some shops and other stuff
I don't take notes that often, I only do when I am bug-testing because I want to make sure that I don't leave any bugs behind. Not that I ever finish a big project... :( If your map gets rather big Sirrus, you might want to work with Visgroups, it can be very usefull. Anyway, I like the theme you are mapping in, it looks clean and symetrical. But... not as realistic as I had hoped. Nonetheless, I hope you will finish this.
[QUOTE=Fourm Shark;19610566]ADD A CONSTRUCTION SIGHT@ /caps[/QUOTE] Do you mean a construct area, or an actual construction site?
[QUOTE=leontodd;19609441]add some shops and other stuff[/QUOTE] Oh, shit. Would've forgotten that if you hadn't brought it up.
Could you add a bank?
[QUOTE=Sirrus;19611751]Oh, shit. Would've forgotten that if you hadn't brought it up.[/QUOTE] Its nice to be of service. Also more suggestions: Supermarket Jail Police station Park Warehouse
All that shit is either in there already or going to be there eventually, except the park and supermarket. Also, sexy(?) lighting in the police bunker. [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0014.jpg[/url]
The lighting looks boring in that picture. Make it more yellowish.
[QUOTE=Firegod522;19614183]The lighting looks boring in that picture. Make it more yellowish.[/QUOTE] Too yellowish? [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0015.jpg[/url]
[QUOTE=Sirrus;19614344]Too yellowish? [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0015.jpg[/url][/QUOTE] IMO, no. Looks good.
[QUOTE=Chili Banan;19614391]IMO, no. Looks good.[/QUOTE] I'll meet you in the middle, eh? [url]http://i33.photobucket.com/albums/d58/photobug101/rpconstruct22shh0016.jpg[/url] Damn, now it's too white. I'll make it a bit yellower, but not as much as the first because the first looks odd to me.
I thought it looked okay in the first, but hey, it's your map!
[QUOTE=Chili Banan;19614514]I thought it looked okay in the first, but hey, it's your map![/QUOTE] 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]
Perfect like that. Lookin' good.
Yeah, that looks very nice!
Actually it looks like crap tbh
[QUOTE=Da Fat Cat v3;19615904]Actually it looks like crap tbh[/QUOTE] Fucking finally
[QUOTE=Da Fat Cat v3;19615904]Actually it looks like crap tbh[/QUOTE] You might as well be saying "I am a tremendous asshole" because it's not polite and it's definitely not helpful.
[QUOTE=Sirrus;19616097]You might as well be saying "I am a tremendous asshole" because it's not polite and it's definitely not helpful.[/QUOTE] He's correct, granted, in a less-than-helpful manner. Your buildings have a severe lack of detail, they may as well just be empty boxes, most of them pretty much are. There's no contrast, it's lit almost evenly. This is removing any atmosphere there may have been in the room. The texturing isn't brilliant. I see a lot of repeating textures and ugly textures being used a lot (Example of ugly: the red brick texture that's being spammed everywhere) It's generic. It isn't a very impressive or imaginative concept. Construct versions of pretty much everything already exist. I realise not to waste my breath on a more detailed crit because your dedicated followers will yell at me either way. Telling me that it's a WIP, or questioning my intelligence/sexual preferences, often all in the same post.
[QUOTE=selby3962;19616414]He's correct, granted, in a less-than-helpful manner. Your buildings have a severe lack of detail, they may as well just be empty boxes, most of them pretty much are. [B]Most are subdivied into rooms at this point, and if they're any that aren't it's either too small or I haven't gotten around to it. If you're talking about stuff like counters and props, then here "It's a WIP" is an excuse; it's physically impossible for me to finish the entire map at once and you're an idiot for thinking that, if you do.[/B] There's no contrast, it's lit almost evenly. This is removing any atmosphere there may have been in the room. [B]Again, this is a WIP. Most of the lighting is being revamped right now, there's pictures of it one page back. [/B] The texturing isn't brilliant. I see a lot of repeating textures and ugly textures being used a lot (Example of ugly: the red brick texture that's being spammed everywhere) [B]I'm not saying that my texturing choice is the best, and I do want to change it in some places (and have, the brick textures aren't the same everywhere any more) but some people have said that they like the overall appearance of the map, even before the map, even before the texturing was tweaked.[/B] It's generic. It isn't a very impressive or imaginative concept. Construct versions of pretty much everything already exist. [B]I have not yet seen a map designed as an RP similar in appearance to a construct map. If you really want to spend time looking for one, then great. I'll retract my statement that this is an original concept if you find a map (finished or WIP) that markets itself as "an RP map designed like a construct map". Also, protip, just because construct-themed maps have been done before doesn't mean that this isn't original. The whole point of this map was to take two themes that seem to be impossible to do anything original in (only try and improve on tried-and-true formulas, something I knew I couldn't accomplish this early in my mapping) and make something original; please excuse me for giving a fuck about trying to come up with something that I haven't seen done.[/B] I realise not to waste my breath on a more detailed crit because your dedicated followers will yell at me either way. [B]I'm capable of doing that myself, thanks.[/B] Telling me that it's a WIP, or questioning my intelligence/sexual preferences, often all in the same post.[/QUOTE] Watch where you throw your shit, and thanks for the criticisms, buddy.
looking great. Keep up the good work. :)
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!
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