[QUOTE=Stiffy360;36233689]Yeah, the illuminating texture isn't what I wanted. I tried to find a white texture, but they were all glowing, I can fix it.
[/QUOTE]
Because you picked a white light texture...
[QUOTE=Stiffy360;36233689]Hammer screwed my vertices. ah well, nothing I can't fix.[/QUOTE]
Doesn't happen when your software supports concave geometry.
Also, you can fix it in Hammer. It's actually quite easy to triangulate a brush and prevent that from happening to begin with. But the thing is, you shouldn't have to limit yourself to crude things like that just because you're using a program designed for architecture.
I'm also quite sure your collision model consists of a large number of convex blocks. Not that this is a particularly bad thing, but on something the size of a candle it is simply overkill.
[QUOTE=HiddenMyst;36253701]Doesn't happen when your software supports concave geometry.
Also, you can fix it in Hammer. It's actually quite easy to triangulate a brush and prevent that from happening to begin with. But the thing is, you shouldn't have to limit yourself to crude things like that just because you're using a program designed for architecture.
I'm also quite sure your collision model consists of a large number of convex blocks. Not that this is a particularly bad thing, but on something the size of a candle it is simply overkill.[/QUOTE]
Which is the reason why It has no collision.
This thread is going off-topic.
Things to add to KFC map
-more models
-custom textures
-better lighting (preferably warm colors)
-more curvy goemetry rather than blocky
No. Things to add are believable details, like to-scale chairs, counters, textures and rooms. Then there's things like windows and doors which appear to just not exist.
Lighting shouldn't be too warm because that's not how they light stores like this. It's almost always white fluorescent lights or those bright halogen lights.
OP should look into VMTs and see how to make self illuminated textures. Texlights would also work wonders in a map like this to give things such as the menu sign a soft glow, making the illusion ever more believable.
The actual layout of the store needs redoing as it's nothing like a functional fast food restaurant. There's store rooms, walk in fridge/freezers, managers offices, toilets, break rooms and little walkways. Often the kitchen equipment is not only along the walls, but in the middle too, with a clear direction of raw/unprepared food at the back, with more finished food being towards the front.
Again, just keep working at this map, using it as a workspace to try out different things in an attempt to improve your overall mapping skills.
Also, don't forget to continue to post progress because feedback makes sure you're heading in the right direction and not off on some tangent.
I don't mean to derail this thread or make it about me, but if you want to take some ideas from a KFC map I made a while back, here you go:
[quote][img]http://1337upload.net/files/kfc0005.jpg[/img]
[img]http://1337upload.net/files/kfc0006.jpg[/img][/quote]
There's more if the OP would like them, as I don't really want to steal the thread. I don't really like the signs I have there, they're pretty silly and some parts about the mapping and layout could be changed. There's dev textures here and there because I just never got around to finding proper models or making them. If you feel that this would derail your thread, OP, make sure to let me know and I'll snip!
Good luck to you OP. Don't let the negative criticism get you down, instead let it boost you to work harder and get to a point that when you look at your past self, you're happy to see that you improved exponentially.
I think its cool how some of you guys know everything.
Plus don't let one guys modelling give you a final decision on propper. Propper can look great if the right person is using it, and if more people used it, maps could benefit from the content.
[QUOTE='[yournamehere];36268704']I think its cool how some of you guys know everything.
Plus don't let one guys modelling give you a final decision on propper. Propper can look great if the right person is using it, and if more people used it, maps could benefit from the content.[/QUOTE]
Thing is, while Propper is a nice tool for optimization and lowering brush amounts and converting some brushwork like windows into props, it's really not good for making things like candles and the like. That is best left to real modeling programs that are better suited for it, especially since learning modeling can be a real use in the future (not saying that the OP should learn modeling right away, I still haven't gotten right to it).
[QUOTE=Stiffy360;36228758]With any program, if you are skilled enough, you can make wonders. I use propper a lot, because I don't have 3DS max and don't have enough space to install it, and I'm too lazy to reboot my computer and use maya. Also, about my previous post, I meant you can use propper to have greater detail than just regular brushes. A good 3D modeling program is better, but it's a whole new skill set to learn. Propper is much easier cause it uses a program you are already familiar with.
[/QUOTE]
except those models still look horrible and reflect you're laziness to not just use an actual 3d modelling program.
Especially since making candles and candles holders like that would be ridiculously easy in a proper program and would probably take half the time it took you to figure out your geometry and now go back to fix it.
Also, yeah it's a whole new skill set to learn; but if you actually want to have a job as a level designer you need it. Being able to make and import your own 3d models is just as important as knowing how to make textures from scratch and planning out the level in the first place.
propper may be a good optimization tool but it shouldn't be your first stop for making detailed props.
[editline]10th June 2012[/editline]
[QUOTE=Zally13;36268641]I don't mean to derail this thread or make it about me, but if you want to take some ideas from a KFC map I made a while back, here you go:
[/QUOTE]
Is that grey block meant to represent the fatness and squatness of the average KFC goer?
Because when I was in Buffalo, that would be a pretty accurate measurement.
[QUOTE='[yournamehere];36268704']I think its cool how some of you guys know everything.
Plus don't let one guys modelling give you a final decision on propper. Propper can look great if the right person is using it, and if more people used it, maps could benefit from the content.[/QUOTE]
Totally agree. J!m had to use propper on his columns, and they looked awesome. But some items benefit from being done in a modelling program.
Wait...i'll make some quick candles in blender...i need some for my game anyway.
[img]http://cloud.steampowered.com/ugc/541803706136415203/0C68022B5A19E9BE73F6402F4390EA0DF1D2A2E7/[/img]
Very quick model, i don't like the handle very much, needs a bit more work, but it's just an example.
[QUOTE=IronPhoenix;36270084]Totally agree. J!m had to use propper on his columns, and they looked awesome. But some items benefit from being done in a modelling program.
Wait...i'll make some quick candles in blender...i need some for my game anyway.
[img]http://cloud.steampowered.com/ugc/541803706136415203/0C68022B5A19E9BE73F6402F4390EA0DF1D2A2E7/[/img]
Very quick model, i don't like the handle very much, needs a bit more work, but it's just an example.[/QUOTE]
Umm.... it looks like a socket from a socket wrench with a fuse in it. Also I don't know why you guys keep actually modelling the wick, you can do the same thing with a few planes, and since you're going to have it lit presumably most of that geometry would be obscured anyways.
The holder is also really thick and small all things considered. Try making a dish with a loop holder like that guy did in propper.
I know you said it was quick, but frankly you should probably just redo it completely.
[editline]10th June 2012[/editline]
also thats waaay to many polygons for such a small asset.
[QUOTE=Framperton;36271626]Umm.... it looks like a socket from a socket wrench with a fuse in it. Also I don't know why you guys keep actually modelling the wick, you can do the same thing with a few planes, and since you're going to have it lit presumably most of that geometry would be obscured anyways.
The holder is also really thick and small all things considered. Try making a dish with a loop holder like that guy did in propper.
I know you said it was quick, but frankly you should probably just redo it completely.
[editline]10th June 2012[/editline]
also thats waaay to many polygons for such a small asset.[/QUOTE]
I litrally made it in a few mins...and i'm no modeller. Been spending most my time on the code, rather than learning how to be awesome at modelling :)
I shall slowly improve :)
[IMG]http://i.imgur.com/SAmaW.jpg[/IMG]
Yeah I understand, I made that in 10 minutes and did a quick shitty taurus handle because I have to leave right now.
And even then, its like almost 300 polys.
I used an 8 sided cylander and a 12 sided one for the base, so that can probably be trimmed down to like 6 and 8, and being a little more economical with the use of extrusions and inserting edge loops for it o hold its shape when smoothed.
Oh well, I can go back and fix it like monday if people want a model of it or something.
[QUOTE=Framperton;36271961][IMG]http://i.imgur.com/SAmaW.jpg[/IMG]
Yeah I understand, I made that in 10 minutes and did a quick shitty taurus handle because I have to leave right now.[/QUOTE]
I prefer your handle to mine :)
I don't even know if I want to continue this project.
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