• Mapping for Radioactive Sandbox
    293 replies, posted
[QUOTE=Psychokitten;20741539]Maybe you could adapt that Brytavka map you're coming out with for the gamemode? That would be awesome! :dance:[/QUOTE] I might do when it's finished. At the minute I'm just adding a few structures to a desert map I made ages ago that had no purpose. [editline]boop[/editline] Although I have taken the lab from that project to shove into this one :3
[QUOTE=selby3962;20739429]I'm turning an old map of mine into something for this. I'll post screenies when I do my next compile (it's frackin' huge so it takes about 11 minutes to compile VRAD, trying not to compile too often :P) Anywho, currently I've done the Exodus bunker, the Bandolier camp and I'm working on a little base for the NMA now. After that I've gotta go through the tedious process of placing loot about the place and noding it for the NPCs. Quick question though, should I be placing "info_lootspawn" entities inside of props or just on their own?[/QUOTE] info_lootspawn can go anywhere but don't put them where players cannot access them. if you want to make a static prop accessible (like for example, make a locker that players can put loot in) then you'd put a point_stash where you want players to access. it'd be nice to see some pictures before you compile... just so i can give you some tips before you start.
[QUOTE=Rambo_9;20743546]info_lootspawn can go anywhere but don't put them where players cannot access them. if you want to make a static prop accessible (like for example, make a locker that players can put loot in) then you'd put a point_stash where you want players to access. it'd be nice to see some pictures before you compile... just so i can give you some tips before you start.[/QUOTE] I see. So info_lootspawn places those little bag things? I get it now I think. Anyway, I'm compiling now so I can fix up the AI nodes, I'll get screenshots while I'm at it.
I've got problems with my water textures. They aren't visible when I am outside of it. But you can swim in it and all. Any ideas how to fix this? I've changed the texture but it's still invisible
[QUOTE=WhOsThisGuY;20746435]I've got problems with my water textures. They aren't visible when I am outside of it. But you can swim in it and all. Any ideas how to fix this? I've changed the texture but it's still invisible[/QUOTE] Sounds like a leak to me. [url]http://developer.valvesoftware.com/wiki/Leak[/url]
Yeah just read the compiling back-up. A entity is leaked...somehow
Could I parent a stash to a prop?
Alright i want to make a map now to
[QUOTE=~ZOMG;20747087]Could I parent a stash to a prop?[/QUOTE] i'm afraid not.
Ugh! The day/night cycle totally rapes the lighting in my map and screws up the skybox which in turn screws up the fog. Is there any way to disable it? [editline]adfg[/editline] I disabled the night/day feature and it fixed the lighting. Skybox is still screwed though and I tried it in normal sandbox and it was still screwed. It's odd because it worked fine in Ep2. [editline]asdg[/editline] Fixed it. Packing up the rest of the missing materials, will upload a beta tomorrow.
There's a day/night cycle...? Shizzle...
Found a few bugs that are going to need a re-compile to fix. I'll do that tomorrow and upload a beta version somewhere so you can try it out and make some suggestions. For now here's a huge dump of screenshots. [B][U]Screenshots[/U][/B] [U]NMA HQ[/U] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10002.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10003.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10004.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10023.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10024.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10026.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10025.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10027.jpg[/img_thumb] [U]Bandolier's Camp[/U] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10006.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10007.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10008.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10009.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10010.jpg[/img_thumb] [U]Exodus Bunker[/U] (blatantly re-used from my Brytavka request map) [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10011.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10013.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10012.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10014.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10015.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10016.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10017.jpg[/img_thumb] [U]Misc map features[/U](need suggestions for more locations) [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10018.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10019.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10020.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10021.jpg[/img_thumb] [img_thumb]http://i238.photobucket.com/albums/ff100/matty3962/misc/rs_badlands_v10022.jpg[/img_thumb]
Looks good. How big is the map overall? I dunno about the day/night issue. I could maybe allow mappers to disable day/night.
Yeah. On some maps, it dosn't work and just makes the skybox look out of place, and on others it makes it impossible to see.
What you could possibly do Rambo is also edit fog inside of maps so it matches the sky color and all that. Just subtract its current value by the day/night color settings or w/e you did and add it onto the fogs original settings. [editline]11:54PM[/editline] You know, if its possible and all.
I'm about to start working on a snow map for RadBox. I'll try to have 2 traders for each team, one in a peaceful, fallout chamber, and another in the bases among the blizzard. Might take a while, but I'll get to work soon.
[QUOTE=Firegod522;20755545]What you could possibly do Rambo is also edit fog inside of maps so it matches the sky color and all that. Just subtract its current value by the day/night color settings or w/e you did and add it onto the fogs original settings. [editline]11:54PM[/editline] You know, if its possible and all.[/QUOTE] What entity does fog use? Because i could just edit it to use the same color as the skybox.
[QUOTE=Rambo_9;20752956]Looks good. How big is the map overall? I dunno about the day/night issue. I could maybe allow mappers to disable day/night.[/QUOTE] Too big, I can't get a screenshot of the whole thing in the 3D view without going over the render-distance limit: [IMG]http://i39.tinypic.com/2i9kni9.png[/IMG] [QUOTE=Rambo_9;20756849]What entity does fog use? Because i could just edit it to use the same color as the skybox.[/QUOTE] It's called "env_fog_controller" the keys you might need are: fogcolor R G B fogcolor2 R G B [editline]sv[/editline] Also I need suggestions for things to add so I can do a worthwhile compile instead of just fixing a few tiny bugs.
from the look of it, you could use a few more structures. even if it's just a metal sheet propped between 2 rocks, just stuff that players can hide behind etc.
my map creashed somehow...have to do it from scratch again. ><
Right then, gonna start working on mine and try not to rage quit! :biggrin:
Hmmm... I'm spending a lot of work putting a shitload of detail into certain areas... Am I spending too much time on the fine details? [editline]08:00PM[/editline] Also, that bog against the sand looks really out of place. Add some flies and shit flying around and maybe some dust particles. [editline]08:00PM[/editline] And some dirty decals around it.
[QUOTE=Rambo_9;20752956]Looks good. How big is the map overall? I dunno about the day/night issue. I could maybe allow mappers to disable day/night.[/QUOTE] Please do. Having an underground map with a forced day/night cycle wouldn't work too well.
[QUOTE=~ZOMG;20764746]Hmmm... I'm spending a lot of work putting a shitload of detail into certain areas... Am I spending too much time on the fine details? [editline]08:00PM[/editline] Also, that bog against the sand looks really out of place. Add some flies and shit flying around and maybe some dust particles. [editline]08:00PM[/editline] And some dirty decals around it.[/QUOTE] Already have. :P
I'm working on one now. It won't have much detail, since I'm not really that experienced. :P
[QUOTE=selby3962;20764921]Already have. :P[/QUOTE] :ninja: :argh:
[QUOTE=Altair13;20765657]I'm working on one now. It won't have much detail, since I'm not really that experienced. :P[/QUOTE] Only 1 way to gain more experience!
Hmm, so there's no way to stop it from automatically going into night when I load it up in the gamemode? :/ Nevermind, I'll just compile the map with my light_env with night settings so it at least looks more natural :P
[QUOTE=Pharaohseven;20770514]Hmm, so there's no way to stop it from automatically going into night when I load it up in the gamemode? :/ Nevermind, I'll just compile the map with my light_env with night settings so it at least looks more natural :P[/QUOTE] Sadly not. You could modify the code if you go through yourself.
[QUOTE=darnok;20772586]Sadly not. You could modify the code if you go through yourself.[/QUOTE] Ha it's fine, the map actually looks pretty cool compiled at night xD
Sorry, you need to Log In to post a reply to this thread.