• Disney's Adventurers Club is coming to GMod!! (gm_adventurers)
    99 replies, posted
[QUOTE=SplinterSim4;19070105]You're planning on making most of these (if not all) static props, correct?[/QUOTE] of course, there is no way in hell it would be feasible to make all the structures func_details. the map would absolutely not be possible if these weren't prop_statics. actually, 50% of the entire map is made of props. staircases, walls, benches, doors, the various artifacts/junk. furthermore, when all these things are props, and not brushes, it reduces lag. prop_statics do not have lightmaps, can be given fade distances, and be culled by the func_occluder entity (which I use heavily in this map)
Here is an update for you guys: [URL]http://www.photohost.org/gallery/data/500/2201comparison02.jpg[/URL] [url]http://www.photohost.org/gallery/data/500/2201comparison03.jpg[/url]
Heeeeeeey, it's this map! I remember this. Glad to see it didn't die. Still looks amazing, but are you going to add props to that counter? Looks kinda empty. And are you planning on adding all of those proprs in the main lobby? Or just most? Or is it done (the lobby walls)? No matter what it'll look great.
[QUOTE=laharlsblade;20805055]Heeeeeeey, it's this map! I remember this. Glad to see it didn't die. Still looks amazing, but are you going to add props to that counter? Looks kinda empty. And are you planning on adding all of those proprs in the main lobby? Or just most? Or is it done (the lobby walls)? No matter what it'll look great.[/QUOTE] I've finished decorating the walls in the main salon (lobby) with most of the props that can be found at the real place. For the most part, all the walls are filled with props so I think it will be enough at this point. Right now I'm adding some extra things that I have not shown in pictures, that will be a sort of surprise when I release the map. Thanks for the compliments!
[img]http://www.photohost.org/gallery/data/500/2201comparison03.jpg[/img] It took me a minute to realise which was which :v: That's really, really great. But, I think you should work on the statues. [editline]04:04PM[/editline] I prefer your one anway.
Not to sound pushy, but now that I look at it, are you going to re-texture that, like, Atlas or Neptune or w/e statue in the main lobby? Because it looks really off from the real one. Also, the counter texture is off, but I'm not sure if that's just the look you're going for or not.
The metal plaques are so fucking realistic looking with the flashlight on it, this is an incredible map, good job.
I can't wait to explore this thing for all its secrets.
[QUOTE=laharlsblade;20817421]Not to sound pushy, but now that I look at it, are you going to re-texture that, like, Atlas or Neptune or w/e statue in the main lobby? Because it looks really off from the real one. Also, the counter texture is off, but I'm not sure if that's just the look you're going for or not.[/QUOTE] The Poseidon statue in the Adventurers Club is actually based off an actual statue found in the sea off Cape Artemision in Greece. This is the actual statue found in the shipwreck: [img]http://www.utexas.edu/courses/classicalarch/images3/ArtemisionZeus.jpg[/img] Here is the one in the Adventurers Club: [img]http://www.craphound.com/images/2145152_b1ddfa34b3_b.jpg[/img] As you can see, the one in the Adventurers Club is a bit "fuller" and more muscular than the one it was based on. I was able to find better reference shot of the "skinnier" one found in Greece, so that is what I modeled it after. That is why my statue looks different than the one in the Adventurers Club.
To cut down on props, do you think you can make all the static props on one wall into a single prop? I don't know if this is possible, just a suggestion.
[QUOTE=WastedJamacan;20833992]To cut down on props, do you think you can make all the static props on one wall into a single prop? I don't know if this is possible, just a suggestion.[/QUOTE] I thought of this when I started making the models, but I decided not to do that for a few reasons: #1: Props are lit by "point lighting", which means that each prop has an "origin" whose lighting information is given to the entire prop. That means that if I had a huge wall of models that were clumped into 1 prop, then all of those little models would have the exact same lighting. It would look unrealistic if there happened to be a shadow on the wall behind one of the models, and that little model appeared to be "glowing" because its origin happened to be in an area of bright lighting. #2: It would be harder to release a model pack of all my models, because people like you would have to sort through the "walls" of models in order to find one that you liked. #3: It makes it easier to arrange them in Hammer Editor when they are each their own little prop. #4: I wouldn't have to deal with a HUGE texture file that goes with a huge wall of models.
Understandable.
[B]UPDATE PICS:[/B] [IMG]http://www.photohost.org/gallery/data/500/2201preview01.jpg[/IMG] [IMG]http://www.photohost.org/gallery/data/500/2201preview02.jpg[/IMG] [IMG]http://www.photohost.org/gallery/data/500/2201preview03.jpg[/IMG]
woah
:h:! I want to marry you breben :v: Anyways it looks awesome, love how much you have put into this.
[img]http://www.photohost.org/gallery/data/500/2201preview04.jpg[/img]
[i][b]Wow![/b][/i] I think that one word is enough to pretty much detail everything I feel about this map. Keep it up!
How many models are there in this map? And is [I]every[/I] one custom?
I like it a lot! But it feels kind of blocky and I think because of the textures. They look too clean and look a bit cartoonish imo. But you can't really help that though
A storm in a bottle, a bottle in a storm. Nice work. While I'm incredibly impressed of your work on the interior, I would like to see more of the outside.
This map looks excellent.
[QUOTE=Hellsten;21963269]A storm in a bottle, a bottle in a storm. Nice work. While I'm incredibly impressed of your work on the interior, I would like to see more of the outside.[/QUOTE] The first pic (with the pyramid in the background) is pretty much the extent of the outside. It's just a big desert with a little oasis over to the side, and a beach to the sea. However, there is a long lamp-lit bulkhead that runs along the back of the Club that can be used for romantic walks with your significant others.
Ho..... Lee...... Jesus.....
[QUOTE=playelite;21964587]This map looks excellent.[/QUOTE] Thanks for the compliments, I'm still trying to finish this thing. I've been working on it for over a year.
Cool map
Didn't expect to see this thread again on the front. What's the progress Brerben?
my family cant afford a trip to disney anymore... at least i can go to one of the parks/attractions there without spending alot of money :unsmith:
[QUOTE=GetterRobo;22014042]Didn't expect to see this thread again on the front. What's the progress Brerben?[/QUOTE] I added some new pics in the Original post; you'll see them if u go to page 1
how far along are you from being done brerben?
He has been working on this for like...what...2 years now? It is awesome...
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