• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=reepblue;40411778]That is not the real lobby, nor the real building... THIS IS: [thumb]http://0.tqn.com/d/manhattan/1/7/g/E/flickr-NoriakiGotoh-wtc-lobby2.jpg[/thumb] [thumb]http://25.media.tumblr.com/tumblr_ma5d2ogpjy1qftioqo1_1280.jpg[/thumb] Also, I found this that may interest you. [url]http://www.skyscrapercity.com/showthread.php?t=1234697[/url] Sorry I'm being so picky, but when I was younger, I studied the crap out of the WTC complex. Edit: Fixed the link to go on page one. Also, I'm loving that thread.[/QUOTE] Thanks you sir, this will help me a lot. If i remember right, both tower had a different looking lobby. Thanks for the pictures. I look at your pictures and the pic i sent earlier and both seem to have the same architecture. mine just lack people and furniture. Here some calculation i made from the picture i found [IMG]http://imageshack.us/a/img694/5518/wtcreferance2.png[/IMG] It is the Actual Unit i re-sized into Hammer Editor. one floor (floor to ceiling) is 128 block high so I managed to make it looking pretty fine. This mean the lobby should be around 934 block high. This make 7.3 floors (128) Thanks you again. I will soon post more picture.
Finally after like 3 days of working on it almost non-stop, it's done! [img_thumb]http://i.imgur.com/NVOloY8.jpg[/img_thumb][img_thumb]http://i.imgur.com/ffdCWuq.jpg[/img_thumb] [img_thumb]http://i.imgur.com/wLskCY2.jpg[/img_thumb][img_thumb]http://i.imgur.com/dodHNMF.jpg[/img_thumb] It's been made a sample map for [url=http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=2657]reepblue's Beta/Pre-Release Style Pack[/url], and I'll also probably release a standalone version in the next day or so.
It is Compiling atm. Here a Preview from Hammer [IMG]http://imageshack.us/a/img46/3470/wtcpreview.png[/IMG] As i Said, it is Heavy WIP. I will upload more picture later when the Compile will be done. (portal 2 --- Hl2 Sdk hate me)
You should consider using Propper for the arches and smaller windows above them, it would help a lot in the long run.
[QUOTE=pac0master;40413299][IMG]http://imageshack.us/a/img46/3470/wtcpreview.png[/IMG][/QUOTE] Here's a tip: turn off [URL=https://developer.valvesoftware.com/wiki/Hammer_2D_Views_Options#Draw_Vertices]vertex rendering[/URL] in the 2D views — it'll make your viewports much less cluttered.
Oh my Christ are those not func_detailed
Red Orchestra 2 [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90000_zps07ce4daa.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90001_zps37343214.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90002_zpsaf3ce61b.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90003_zps759270f1.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90004_zpse381d84b.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90005_zps7141583d.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90006_zpsb2768926.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90008_zpsd481b124.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90009_zps0558e2a6.jpg[/img_thumb]
[QUOTE=seba079;40414179]Oh my Christ are those not func_detailed[/QUOTE] I always forget how Prop Details are useful. The entire building exept the models are now prop details.
The compilation crashed after an hour. So i make them all into func_details and here it is Heavy WIP Pictures [IMG]http://imageshack.us/a/img856/4237/2013042500005.jpg[/IMG] [IMG]http://imageshack.us/a/img29/8922/2013042500004.jpg[/IMG] [IMG]http://imageshack.us/a/img197/1458/2013042500003.jpg[/IMG] [IMG]http://imageshack.us/a/img580/8679/2013042500002.jpg[/IMG] [IMG]http://imageshack.us/a/img507/7483/2013042500001.jpg[/IMG] I found out that there is a bit of mistake i have done so i have to fix it up soon as possible.
Placeholder textures, what should I do with the windows upstairs? I think they make the building look too bland but I'm happy with the street level windows. [IMG]http://i35.tinypic.com/14oa9s6.jpg[/IMG]
I forgot to ask something. can i edit the groups of brush i made into Func_details
[QUOTE=pac0master;40419842]I forgot to ask something. can i edit the groups of brush i made into Func_details[/QUOTE] Just switch select type to "solids" from the right sidebar.
[QUOTE=laakkone24;40420330]Just switch select type to "solids" from the right sidebar.[/QUOTE] im dumb thanks.
[QUOTE=pac0master;40416298]The compilation crashed after an hour. So i make them all into func_details and here it is Heavy WIP Pictures *Pictures* I found out that there is a bit of mistake i have done so i have to fix it up soon as possible.[/QUOTE] Coming out really sweet, just remember to plug the holes of the starting arches on the inside, and remember the elevator shaft. Also, if you are making a full scale'd version, The building was bigger. If I remember correctly, there were 19* of the starting arches (I call them forks, but whatever) instead of the 13 you have. What you are using is a model of the building that is most likely going to go into the museum, or it's just a tribute. If this is going in a huge city for Gmod, I understand the smaller scaling. *EDIT: There were 19 of them. I counted them off a construction picture.
[QUOTE=reepblue;40421210]Coming out really sweet, just remember to plug the holes of the starting arches on the inside, and remember the elevator shaft. Also, if you are making a full scale'd version, The building was bigger. If I remember correctly, there were 19* of the starting arches (I call them forks, but whatever) instead of the 13 you have. What you are using is a model of the building that is most likely going to go into the museum, or it's just a tribute. If this is going in a huge city for Gmod, I understand the smaller scaling. *EDIT: There were 19 of them. I counted them off a construction picture.[/QUOTE] That's weird, i counted 13 :/ *EDIT: yup i just saw an other picture, There is 19. Got tons of job to do now...
[QUOTE=pac0master;40421480]That's weird, i counted 13 :/ *EDIT: yup i just saw an other picture, There is 19. Got tons of job to do now...[/QUOTE] Yeah ok, good. Also, another quick observation, the lobbies were "taller" on certain sides of the building. This is because Vesey and Liberty sloped down near West Street and the the plaza was leveled with Church Street. If you look at the entrance of the building from the plaza and them from the roads, you can see they are "taller" on the roads. Again, being picky, I'm a detail nut on somethings, and this is one of em. ><
hmm Well im going to make it on a flat surface. Maybe i will make some edit later on Here some result .. cant compile though [IMG]http://imageshack.us/a/img21/6796/preview1h.png[/IMG] [IMG]http://imageshack.us/a/img708/2926/bugsra.png[/IMG]
[QUOTE=pac0master;40421754] [IMG]http://imageshack.us/a/img708/2926/bugsra.png[/IMG][/QUOTE] That means you have too many brushes. Already. Seriously, you're going to have to Propper those things.
[QUOTE=pac0master;40421754]hmm Well im going to make it on a flat surface. Maybe i will make some edit later on Here some result .. cant compile though [IMG]http://imageshack.us/a/img21/6796/preview1h.png[/IMG] [IMG]http://imageshack.us/a/img708/2926/bugsra.png[/IMG][/QUOTE] Propper can be you're friend. Mention before, make the "forks" models. I would make the entire building a model and only have the lobby made out of brushes. (Because of lighting and stuff) Remember, you got 6 more buildings to make! :V
[QUOTE=reepblue;40421811]Propper can be you're friend. Mention before, make the "forks" models. I would make the entire building a model and only have the lobby made out of brushes. (Because of lighting and stuff) Remember, you got 6 more buildings to make! :V[/QUOTE] Well I removed about half of the brush. Every column where a brush 128 tall one stacked over an other. now each one are one brush only. Its compiling right now. Everything is set as a Func_detail. Still taking some time.
Remember, The compiler does not like large func_details and vbsp will crash if you have large and complex func_details. Again, the best option is to make 4 models in propper and put them together in this fashion. [thumb]https://dl.dropboxusercontent.com/u/16218991/wtc_demo.png[/thumb] Put them together like LEGO and have it share the same light origin. You need the middle and top models because they have a different design from the rest of the building, hence they look "darker". Again, I don't want to take the project from you, you are doing a great job so far. However, the method in which you are doing this, you are going to run into problems with Source. If you want my "in depth" help/opinions, feel free to PM me/add me to Steam. Again, it is not my project, I'm just trying to help you get it close as the buildings as possible.
[QUOTE=reepblue;40422357]Remember, The compiler does not like large func_details and vbsp will crash if you have large and complex func_details.[/QUOTE] The compiler doesn't care about large func details. It only cares when it touches a world brush (t-juncs)
[QUOTE=reepblue;40422357]Remember, The compiler does not like large func_details and vbsp will crash if you have large and complex func_details. Again, the best option is to make 4 models in propper and put them together in this fashion. [thumb]https://dl.dropboxusercontent.com/u/16218991/wtc_demo.png[/thumb] Put them together like LEGO and have it share the same light origin. You need the middle and top models because they have a different design from the rest of the building, hence they look "darker". Again, I don't want to take the project from you, you are doing a great job so far. However, the method in which you are doing this, you are going to run into problems with Source. If you want my "in depth" help/opinions, feel free to PM me/add me to Steam. Again, it is not my project, I'm just trying to help you get it close as the buildings as possible.[/QUOTE] Thanks, I myself studied a lot the wtc since 2001. Mostly the last 3 years. I know what those Darker floors are. If i remember right they are reinforced floors. [media]http://www.youtube.com/watch?v=MY7BCXew0UI[/media] It is a building that always facinated me since 9/11 so i try to get as much information i can. Thanks you for giving me more info about it.
[QUOTE=Stiffy360;40422552]The compiler doesn't care about large func details. It only cares when it touches a world brush (t-juncs)[/QUOTE] In one of my Blue Portals maps I made the entire ceiling a func_detail and vbsp crashed. Cutting them up in smaller sections worked. If it was something else, then I'm sorry I made that assumption. [QUOTE=pac0master;40422593]Thanks, I myself studied a lot the wtc since 2001. Mostly the last 3 years. I know what those Darker floors are. If i remember right they are reinforced floors. It is a building that always facinated me since 9/11 so i try to get as much information i can. Thanks you for giving me more info about it.[/QUOTE] No problem, and same here! I would do the new complex, but I've heard that they are changing the other buildings and I don't think the Freedom Tower is going to be 1,776 ft anymore.
Got some problem while Compiling again .. FUUUU Its just annoying. [editline]25th April 2013[/editline] Here we go. Some Hammer Screen Shot. 19 Arches and some more details. note: -- Every Dark area between the column are are made of 4 brushes. I will reduce them later to 1-2 [IMG]http://imageshack.us/a/img834/6341/preview1e.png[/IMG] Btw What is the problem [IMG]http://imageshack.us/a/img24/9066/bugjg.png[/IMG]
Sent a friend request on Steam. Always happy to help another WTC nutcase like myself. :)
Im starting to Propper the Arches [url]https://www.dropbox.com/sh/6ikk318fipzdhmk/qMPVIZbxEZ[/url] Here the arches VMF If anyone want to texture them the right way, it would be awesome. Im making this for fun and informative purpose. When the map will be released I will also release all the Textures and the VMF. Since Hammer Editor from the Original Source SDK hate me, I would need someone to Convert this map to Garry's mod or what ever. Maybe make a CS:go map why not. I plan to Make accessible the Skyview floors and a few offices. I found the Official Plans of the World Trade Center. It would be easier to determine where are the walls and how to make the offices and stuff. This is the Second Floor ( Lobby ) Plan [img]http://img580.imageshack.us/img580/4687/aa211.png[/img] Im using those as a reference. So It should be the right Scale :3
Added some stuff. [IMG]http://i43.tinypic.com/rcr4gj.jpg[/IMG]
[QUOTE=HighdefGE;40414541]Red Orchestra 2 [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90000_zps07ce4daa.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90001_zps37343214.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90002_zpsaf3ce61b.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90003_zps759270f1.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90004_zpse381d84b.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90005_zps7141583d.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90006_zpsb2768926.jpg[/img_thumb][img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90008_zpsd481b124.jpg[/img_thumb] [img_thumb]http://i184.photobucket.com/albums/x127/Orkal3/texturetest90009_zps0558e2a6.jpg[/img_thumb][/QUOTE] I worked on a map for RO2 for 2 months straight. I've grown to hate those textures! [b]Edit:[/b] No offense though you did a great job on the port.
Just made the arch into a prop. [img]http://img823.imageshack.us/img823/6099/modely.png[/img] Thanks reepblue for the convertion
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