[QUOTE=MindMuncher;13763648]Area portals don't render objects that can't be seen through the portal if they are open, and these are always open. This would reduce lag I'm almost positive. If someone was spamming stuff you could hop over to the large happy building with the areaportals and go play indoors for a lag-free portion.
Besides, if this doesn't work it still wouldn't do anything to the actual game if they didn't do anything.
And I fixed the areaportal anyway. Please, do [I]you[/I] think grass would look better than sand?[/QUOTE]
It would if the colors on the builders were a little more vibrant. But since they're not. Sand works. You've got to think colors, and color schemes.
This looks awesome! Hope to see it go a long way. And, for the water. Just nodraw every single side of it. and then apply only 1 "blue" looking water texture from the texture browser to the top of it. (or any other visible sides)
[QUOTE=Lord Hayden;13772209]This looks awesome! Hope to see it go a long way. And, for the water. Just nodraw every single side of it. and then apply only 1 "blue" looking water texture from the texture browser to the top of it. (or any other visible sides)[/QUOTE]
um... I know how to do water... I said the water isn't working beacause of a leak... at least it doesn't show up in-game, but if you walk under where it is meant to be you hear splashing and see the "underwater" fog.
I just can't get the pointfile to load. And thanks for your oppinions on the grass/sand. I now have two for each... I personally think the grass on the roof stands out more with grass on the ground... just an observation, not an actual oppinion on the matter of course. I'm not sure if I want it to stand out. And I'm also not sure how I would improve apon the textures without having to retexture each building separately, which I don't care to do... I just want alot of buildings. I may make the ground textures in the city grass and out of the city it would be sand... Still unsure.
[QUOTE=MindMuncher;13773118]um... I know how to do water... I said the water isn't working beacause of a leak... at least it doesn't show up in-game, but if you walk under where it is meant to be you hear splashing and see the "underwater" fog.
I just can't get the pointfile to load. And thanks for your oppinions on the grass/sand. I now have two for each... I personally think the grass on the roof stands out more with grass on the ground... just an observation, not an actual oppinion on the matter of course. I'm not sure if I want it to stand out. And I'm also not sure how I would improve apon the textures without having to retexture each building separately, which I don't care to do... I just want alot of buildings. I may make the ground textures in the city grass and out of the city it would be sand... Still unsure.[/QUOTE]
It may not be a leak. Are you compiling with any VVIS?
[QUOTE=HiddenMyst;13773950]It may not be a leak. Are you compiling with any VVIS?[/QUOTE]
Well considering I don't have any idea what VVIS is, if it's not on by default, no. I am not compiling with it...
What is VVIS?
And I kind of want to add TF2 textures to this for the buildings but not for the landscape... any tutorials or previously created threads that tell me how to get TF2 textures into my ep2 hammer thingy? Hehe... highly technical terms there, but I assume you know what I mean.
Very nice!
Very nice, but the grass doesnt fit.
[QUOTE=elitestrider;13775433]Very nice, but the grass doesnt fit.[/QUOTE]
I know. Should I make the whole sand area grass so it does fit, because I want some terrain texture on the roof and I sure as hell am not making it the sand... Not to sound mean or annoyed, I'm just torn between the two. Personally I think I like the grass better so I'ma go with it for now and next pictures can tell you whatever.
[QUOTE=MindMuncher;13774143]Well considering I don't have any idea what VVIS is, if it's not on by default, no. I am not compiling with it...
What is VVIS?
And I kind of want to add TF2 textures to this for the buildings but not for the landscape... any tutorials or previously created threads that tell me how to get TF2 textures into my ep2 hammer thingy? Hehe... highly technical terms there, but I assume you know what I mean.[/QUOTE]
VVIS and VRAD is default compiler with hammer you can turn it off for a super fast compile
gcfscape you can get from [url]www.interlopers.net[/url]
hey guys... kinda let the thread die since I hadn't done anything, but I work on it for maybe 20 minutes every now and then... here's a nice overview of the map, taken in hammer since I can't compile the map very fast.... also, do maps compile faster on better computers? I would assume so, but I really don't know for certain...
here's a nice city overview... much smaller than you may have expected, but it will be expanded.
[img]http://img84.imageshack.us/img84/6462/overviewofcity.jpg[/img]
This looks exciting! I can't wait to see some sort of beta ready for testing. Where do I sign up? :D
I do a little bit of mapping myself, and this actually makes me want to dust of the Hammer and do some good! ^^
hehe, thanks! I always like emotional support, as I always seem to funk out and not want to work anymore. Also, since I've been working on it for a couple hours (mostly thinkging of what to do and listening to music and trying to get myself to add something), I've got another little bit of landscape to show for it. Don't worry, there's more than this, I just took a quick picture.
[img]http://img18.imageshack.us/img18/7066/mapprogress01.jpg[/img]
and I don't think I'm going to have a beta very soon, since before I do that I'm going to add nodes and more buildings, and an underground hopefully, just look at the OP. Anything there is still valid, except possibly the "to-do stuff, which will be updated when I look at it, but for now I have to go.
[B]Edit:[/B] Also, for reference purposes, those roads are thick enough for two cars to drive next to eachother safely.
[img]http://img18.imageshack.us/img18/9743/carsonbridge.jpg[/img]
I hope you optimized it with some func_details and func_visclusters and hint brushes. That will help compile times a lot, also use a higher lightmap scale like 32 or 64, should also increase compile times.
[QUOTE=Lemon Bottle;14160797]I hope you optimized it with some func_details and func_visclusters and hint brushes. That will help compile times a lot, also use a higher lightmap scale like 32 or 64, should also increase compile times.[/QUOTE]
don't worry, I know how to optimize, and why do you say "optimized"? If I made things func_details right now I couldn't edit them later... I'm func_detailing stuff last of all in case if it needs to be changed, and I don't want to delete the stuff just to change it. Also, got smoe nice raised terrain, and planning on adding one of those pits that people love to put in flatgrass so much. The pit will have a multi story building as one side so you can walk all the way up or down, if you're that bored, or on a server with anti-no clip.
[QUOTE=MindMuncher;14169417]don't worry, I know how to optimize, and why do you say "optimized"? If I made things func_details right now I couldn't edit them later..[/QUOTE]
You move them to world?
[QUOTE=RSN;14170415]You move them to world?[/QUOTE]
I have no idea what that means...
they are in the world, you just can't clip detail brushes.
To Move to World is to untie a brush from an entity.
Func_detail? They can be clipped just like any other brush.
[QUOTE=Terrenteller;14174114]To Move to World is to untie a brush from an entity.
Func_detail? They can be clipped just like any other brush.[/QUOTE]
I never knew how to move to world! that's going to be extremely useful, as now I can detail all the things I want to instead of waiing til' the end! Thanks!
Also, progress for those that care, which appears to be few as the thread isn't super popular, hehe.
progress:
A boat building station I guess... Whatever it needs to be really. Buggy there for size comparison. Taken in hammer because I haven't compiled it yet...
[img]http://img25.imageshack.us/img25/2419/boatbuildingprogressz.jpg[/img]
again, taken in hammer. A picture of "the Pit"! The pit is one of those pits people like to put in flatgrass so much, but with a little twist. It has a multi story building going all the way down to the bottom. The floors are all the same, but they each have a door, letting you comit suicide from whatever height you desire!
[img]http://img25.imageshack.us/img25/4839/pitprogress.jpg[/img]
could you add a underground area like a racing track!
could you add a underground area like a racing track!
[QUOTE=idome;14188568]could you add a underground area like a racing track![/QUOTE]
hehe, double post got me excited.
Anyway, yes, I was planning on adding a fairly large loop underground, as well as some tunnels, possiby dirt and displacements, and some buildings. Yes, there will be an undergound portion. I only have one planned enterance, and I might make the pit open up into an underground cavern that connects to the underground, but I'm not sure. But yeah, simple Ideas like this are definitely considered if it would not alter the map as it is too much.
And how about comments/critique/screaming at me for screwing up everything?
WOW! Architecture looks awesome! I like the (imo it looks like atleast) futuristic look :) (sorry for typos :()
[QUOTE=MindMuncher;14188730]hehe, double post got me excited.[/QUOTE]
I didnt mean to I dunno how it happened!
Hehe, sorry for my absence. Was off from FP for quite a while, doing boring projects (and codin' a game! :D)
Anyway, looks like you've made really nice progress. As usual, I have some more funny ideas :P
1. Suicide pit looks hilarious, one thing I'd whine about is that the floors don't line up very well and the
textures on the edges look rather blah and unfitting. Maybe a more defined lip? Or bring the whole building
forward, considering you can walk on the little lip that juts out before it goes into the pit itself.
2. Looks rather nice. I wouldn't suggest putting TF2 textures in, though, because most people on GMod
will just want to be able to play a good map like this without having to have another game.
3. Grass > sand. Not only does the sand currently bleach out the image, grass looks friendlier, and is
almost kinda the "style" of vanilla GMod construct maps. Sand would be good for a sort of beach-themed
one, but not for this when the architecture is so inspired futuristically.
4. Also! In your first picture in your last post with pictures (which depicts a jeep on some sort of bridge
above water). I freaking love the lip on the bridge. I don't know why I like trapezoids used like that, it
just looks so freaking awesome to me. I love that style. One thing I would suggest, though, is definitely
putting some sort of border or concrete edge between the grass and the water. Not only does it look
odd, it's physically odd to go from grass - solid edge of concrete - solid edge of water with the grass
covering the entire top plane. Even on patios with pools, there's usually a lip or a small change in the
style of the stonework.
Alrighty, I'm done whining. Hope these tidbits are useful, I'm off to code more game. :D
Feel free to pass me a PM, I'll be sure to check mah inbox often. Thanks!
looks awesome and lovin the architecture
[QUOTE=SolarGames;14343376]
*Good, insightful, or at least, helpful comments*
[/QUOTE]
Yeah, grass has been settled on by me.
I was going to add a lip on the edge of the water, but I don't want to cut into the water itself, and I'm not sure how far people can jump out of the water... If I just plop a lip down on top like I was going to do, it might be too high... I think it's either four or eight units high above the water right now... But yeah, one way or another I will add a lip, I'm just debating how.
I have no idea what you're talking about on the suicide pit... If you could quote my picture and maybe do some paintshop editing on it I could probably see what you mean...
Like, just draw some lines circling what you want me to notice in red and something else circled in green then below you picture you can add a key, while posting of course... I have no idea how to get text into gimp properly, so I just don't care if someone doesn't put text in their pictures.
[B]Edit:[/B] Ho, ho! I just had an idea! Would anyone think it was overly obnoxious or obvious if I made the lip around the water not collide with anything? This way people could get out, because it wouldn't be too high, and it would look way nicer!
Also, that last batch of pictures is how it stands right now... I am not quite caught up in school and am going to do some homework for a while... I'm going to try for some progress by this weekend, if not on this weekend, unless if my mom makes us weed the garden outside... Gah, spring.... allergies and weeds to look forwards to, along with itchy mosquito bites and ticks on dogs...
when do u think it will be ready cos theres this clan im in thts in desperate need of a gd build rp map
Looking good!
I would advise to keep to a very simple few colour schemes throughout the map, as this can work really well if done right.
[QUOTE=russian1963;14706869]when do u think it will be ready cos theres this clan im in thts in desperate need of a gd build rp map[/QUOTE]
um... well, I want to finish it, but I'm not actually working on it right now, because I've lost my hammer groove... maybe in a little while I'll regain it. Don't worry, no one has deleted the files yet.
I would be more than happy to help if you want me to make you an epic 3D skybox to use in your map! =D
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