• rp_urbantown
    58 replies, posted
[B]Detail Update: (Do you like it more at least?) The Attic, I think this is a lot better. Don't say this isn't realistic, or realistically textured. My attic is kind of like this, it has plain walls on it, and it's just like this. [IMG]http://i42.tinypic.com/29xet5x.jpg[/IMG] Rounded all of the curbs a little bit. [IMG]http://i41.tinypic.com/fwrgqv.jpg[/IMG] The Garage, this improved greatly in detail in my opinion. [IMG]http://i41.tinypic.com/2yy1glf.jpg[/IMG] I pretty much just fixed the roof on this. [IMG]http://i44.tinypic.com/5xicex.jpg[/IMG] I'm slowly going to work on detail more, but in people's opinions, does this look better? [/B]
[QUOTE=Reactors;21848765][B]Detail Update: (Do you like it more at least?) The Attic, I think this is a lot better. Don't say this isn't realistic, or realistically textured. My attic is kind of like this, it has plain walls on it, and it's just like this. [IMG]http://i42.tinypic.com/29xet5x.jpg[/IMG] [/B][/QUOTE] Okay. But it still looks really ugly textured like that
Looking better, but in that last pic, that roof wouldnt need supports that large, scale them down more to poles or something.
Make sure the grain of the wood goes the same way as the brush.
Cubemaps (?) Where are they ? Also change texturing a bit. This roof doesn't look like a roof
[QUOTE=Terrenteller;21830155]He's been here for almost half a year. Plenty of time to read the sticky. But he didn't. That's the problem. He had all the time in the world to gather content before creating the thread. There were no replies because there is nothing to comment on.[/QUOTE] Quote whore lol
I'm not going to work on this for a little while. I'm tired of this map, but I will finish it during the summer most likely. If a moderator could lock this or something I would appreciate that. I'm going to work on a deathrun map though.
Reopened under request
Getting there.
I will be posting a new update soon, but on the way, I have a question before I do. For some reason any windows with area portals stay there after you break it, and wooden windows are transparent. There aren't any leaks on my map or anything either..
Have you set the windows as the area portals parent so that it is killed on break of the windows.
[QUOTE=twisted-scot;22133439]Have you set the windows as the area portals parent so that it is killed on break of the windows.[/QUOTE] Oh.. I've set the area portal as the rendered window or what ever, not that though. Do I need to do that?
I think so I aint 100% sure though not opened hammer in like 3 years.
If you're going to kill it anyway why have it?
I am very impressed about this map since you have been clear from the start on what to add and how to do it best for the players to roleplay. I really want to see a final piece of work because I am amazed of how you have taken the places into account when making diffrent rooms and even giving enough space for big props, thats fantastic. :) But there is still one thing I couldn't find any information about. Will the windows be destructible and reappear ?
I think its blocky.. rp_blockytown :3:
[QUOTE=Uzalon;22141383]I am very impressed about this map since you have been clear from the start on what to add and how to do it best for the players to roleplay. I really want to see a final piece of work because I am amazed of how you have taken the places into account when making diffrent rooms and even giving enough space for big props, thats fantastic. :) But there is still one thing I couldn't find any information about. Will the windows be destructible and reappear ?[/QUOTE] Thanks ^^. And well, I'm not sure yet. I'm wondering if people want that or not. For some reason, after you break my windows they're still there, but you can go through them. It only happens to Area Portal windows though.
It's not [b][i]bad[/b][/i], it's just not good enough or unique enough to set itself apart from other, similar maps. You need to think of some way to make it stand out.
rp_boondocks
No one knows anything about my window error?
call it.. RP_needscustomcontent_build-dontjustusehl2detailing. (no intention of flame. Just criticism and title support at the same time)
[QUOTE=Heres Jonny!;22296092]call it.. RP_needscustomcontent_build-dontjustusehl2detailing. (no intention of flame. Just criticism and title support at the same time)[/QUOTE] One of my main attempts is to just make it with half life 2 detailing. People shouldn't have to download extra textures for a map. [B]Edit: [/B]I mainly just did that though so that people don't have to wait ages for a map to install. Although I may do a few textures for signs and such, but that's all. I'm sticking with the name rp_urbantown, if anyone knows how to fix the windows bug I am having I'll appreciate the information on it. I'm going to start working on the map again, I have made some bigger updates recently which I will post as soon as my windows are fixed, I'm going to try to resolve that today. [B]Edit: [/B]But the map does use Counter-Strike textures, just to clear that up. I did that since almost everyone I know has Counter-Strike Source.
The main post has been redone, with the new information, and up to date images. I will make update posts after this, but I figured since it was pathetic on the first post, I'd try to fix it up a little bit. :)
Add an output to the window (I'm assuming they're func_breakable) Trigger: OnBreak Target: *Areaportal's Entity Name* Via Input: Open Test it Job done *Double thumbs up* Now do it again for every window.
Actually all I had to do was remove the text in rendered window and it worked. :) Thanks though.
[QUOTE=Wolfie13;22363837]Add an output to the window (I'm assuming they're func_breakable) Trigger: OnBreak Target: *Areaportal's Entity Name* Via Input: Open Test it Job done *Double thumbs up* Now do it again for every window.[/QUOTE] Wouldn't paste special allow him to do "it again" for every window, it renames entites doesn't it?
I really like what I see. I mean, sure, it is somewhat blocky, but for your first map, you seem to have a firm grip on the basics of Hammer and you have a keen eye for small little details. I think a different skybox would do you some good, as the militia skybox seems to be a bit overused. I suggest you use [url]http://web.archive.org/web/20080324103122/http://www.zombiemaster.org/smf/index.php?topic=4040.0[/url] as a guide for lighting settings. [URL="http://web.archive.org/web/20080324103122/http://www.zombiemaster.org/smf/index.php?topic=4040.0"] [/URL]
[QUOTE=CPL Shepard;22366570]I really like what I see. I mean, sure, it is somewhat blocky, but for your first map, you seem to have a firm grip on the basics of Hammer and you have a keen eye for small little details. I think a different skybox would do you some good, as the militia skybox seems to be a bit overused. I suggest you use [URL]http://web.archive.org/web/20080324103122/http://www.zombiemaster.org/smf/index.php?topic=4040.0[/URL] as a guide for lighting settings. [/QUOTE] Ah, thanks. I'll try to do that soon. :)
I need some answers, if you could. Infront of my Auditorium I have it so the two roads meet up, and I have things thing going over the road. After that, should I make.. A. A Highway entrance, to possibly explore other parts of the town. (I will also make a working subway, and possibly busses? For DarkRP, these would be killable. for administrators.) B. An inner-city area, more sky scrapers and such.
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