Well I've been working on this for a little while now. The skybox looks great. But now I'm trying to combine some of my vmf files in hammer, and I need to pakrat models in there. Any suggestions?
Holy shit, I thought it was going to be crappy and then that picture popped up on my screen and I was like:
[IMG]http://i1221.photobucket.com/albums/dd461/All0utWar/MotherOfGodLol.jpg[/IMG]
In all seriousness. Can anyone help me pakrat the models into the maps? Or combine the vmf files at a point?
[QUOTE=AntiSaint;34039147]In all seriousness. Can anyone help me pakrat the models into the maps? Or combine the vmf files at a point?[/QUOTE]
If you need help pakratting, then either give the .vmf to someone you can trust, don't let that beautiful work be stolen and replicated by someone who won't come through. Here's a tutorial on how:
Here's a video tutorial:
[url]http://www.youtube.com/watch?v=w3wJTcJbtuU[/url]
Alternatively if you would like me to pakrat it instead of watching the tutorial then I will and send you back the updated .vmf.
I just noticed this and [B]Do Not Follow That Decompile Map Portion.[/B] Ever.
[QUOTE=Best4bond;33757074]Are you serious? And dont call me Shirley.[/QUOTE]
Airplane!
Leslie Nielsen.
Whataguy.
[QUOTE=WitheredGryphon;34043857]If you need help pakratting, then either give the .vmf to someone you can trust, don't let that beautiful work be stolen and replicated by someone who won't come through. Here's a tutorial on how:
Here's a video tutorial:
[url]http://www.youtube.com/watch?v=w3wJTcJbtuU[/url]
Alternatively if you would like me to pakrat it instead of watching the tutorial then I will and send you back the updated .vmf.
I just noticed this and [B]Do Not Follow That Decompile Map Portion.[/B] Ever.[/QUOTE]
I actually have several vmf files. As in, I wanted to combine them into one big vmf, or import them and edit the positions in hammer.
Thanks for the help with the pakratting.
[QUOTE=Drsalvador;34045878]Airplane!
Leslie Nielsen.
Whataguy.[/QUOTE]
I thought you quit
[QUOTE=mopman999;34078576]I thought you quit[/QUOTE]
He is like chewing gum on a shoe.
The only way to get rid of it is to shove it in a freezer.
As long as he doesn't try to be funny again, we shouldn't have any problems
Well I've finished the basic layout (Architecture) of the map In hammer. I decided to start from scratch again. I just can't seem to get an urban feel to it. Any Ideas?
[QUOTE=AntiSaint;33782735][IMG]http://cloud.steampowered.com/ugc/613845680846497381/2740E36A80B6D4311D5AE2A554645270F77820CF/[/IMG]
Skybox looks nice. I'm thinking about combining some l4d maps by the safehouses, would there be a way to do this?[/QUOTE]
Im not jealous or anything, but you just copied the entire skybox from the L4d map, so yea
[QUOTE=GoldPlatinum;34114042]Im not jealous or anything, but you just copied the entire skybox from the L4d map, so yea[/QUOTE]
I'm going to ignore your comment because I already explained this earlier in the thread.
[QUOTE=GoldPlatinum;34114042]Im not jealous or anything, but you just copied the entire skybox from the L4d map, so yea[/QUOTE]
Still, it looks good though. (and making 3D skyboxes like that from scratch are a PAIN)
...
That skybox, damn that looks nice, how long did you spend on doing that?
[QUOTE=nomad1;34125496]...
That skybox, damn that looks nice, how long did you spend on doing that?[/QUOTE]
30 seconds, ctrl+c, ctrl+v.
[QUOTE=Mr Anonymous;34126636]That takes you 30 seconds? :v:[/QUOTE]
I was doing a generalised time frame, god fuck.
[QUOTE=Mr Anonymous;34126636]That takes you 30 seconds? :v:[/QUOTE]
You have to switch between windows remember...that must take sphinxa some time.
[QUOTE=IronPhoenix;34126772]You have to switch between windows remember...that must take sphinxa some time.[/QUOTE]
Well, I do have numerous monitors and windows open so it could take me some time :v:
[QUOTE=sphinxa279;34126781]Well, I do have numerous monitors and windows open so it could take me some time :v:[/QUOTE]
*shakes fist at rich sphinxa
Coloured titles fucking everywhere.
BREAKING THE TITLE STREAK
Breaking the derailment streak.
Any updates on this map at all? The usage of your own created skybox maybe?
[QUOTE=AntiSaint;33756561]Thanks! These will help me out :)[/QUOTE]
I just want you to know, we're all counting on you. Good luck.
[editline]11th January 2012[/editline]
[QUOTE=AntiSaint;34112312]Well I've finished the basic layout (Architecture) of the map In hammer. I decided to start from scratch again. I just can't seem to get an urban feel to it. Any Ideas?[/QUOTE]
I just want you to know we're all counting on you. Good luck.
Looks like an interesting concept. Would this be used for poop darkrp? Or a more... specialized environment?
Sorry for the lack of updates. My computer broke. I fixed it though, and will possibly continue this project. Posssibblyy.
To give a map an urban feel consider giving the player the illusion of things being there when they're not. Distant building, blocked off streets, locked doors. Sure its boring but it helps the map seem huge and more importantly can be used to optimise a map. That building with no real use is now a means to blocking off visleafs helping to keep visibility under control.
You might also consider different areas in a map depending on what a map is for. RP maps need a controlled are for the civil protection preferably with good access to the areas nearby via walk ways, tunnels or back door. You'll need a place further away from the centre for people to partake in more illicit activities. Also try and have 2 ways in and out of an area.
As a basic layout try to think of a circle or 2 squares. Have police and gangsters on opposite sides of the map with different routes. Maybe there is a straight road which is easily controllable from the police station/(insert zombie apocylse security force here) but the path over the rooftops, through the abandoned canal, in the sewers or through the abandoned over grown spooky warehouse district is a much more viable prospect for the player who wants to go somewhere he doesn't want to.
In such areas you might consider making them similarly themed with few landmarks (sounds like a bad idea but hear me out) since this will help a player get lost or make them feel that every time they visit they take a different route or room, helping them to get lost and to satisfy that desire to explore. In such areas it will also help to make some dead end hide outs, caved in tunnels, workshops, abandoned apartments etc will all give a player a place to hide and with some keyvalue editing you could make the doors unownable so the place has a main defence by hiding.
The main area on the other hand must be striaght forward and easy to navigate. Try to make the building obviously inhabitable, its no fun going up to a door seeing its locked. Maybe as a subtle theme for the map have all locked doors the same colour or style so players will look at them and subliminally realise its a no go area. Generally don't set a rule and brake it. If all doors with padlocks are locked dont go hiding 1 as unlocked as once players learn which 1 it is sending off the wrong signals.
For the ruined theme you will likely need models to allow the removal of high polygon architecture for optimisation. Popper is easy to use for this but only works with custom mods (if you need help with this i can explain via pm)
I like the idea of a ruined/abandoned city if you choose to go through with the idea Pm me and we can chat :)
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