• Fallout: New Vegas inspired map
    57 replies, posted
[QUOTE=opti2000;42041376] Its not a cheap way to avoid optimizing. Well i am optimizing my map as much as possible but to keep the fallout flair i am doing it like that.[/QUOTE] You know why they did it like that in gamebryo? Because gamebryo is a piece of shit. I have never liked the way that gamebryo handles the insides of buildings, Even the smallest shack is a separate instance, and it doesn't need to be. As you have the insides of the buildings on the same map as the overland, why do it the teleport way? Just hook the door model to a func_door_rotating (or prop_door if it will behave), and allow people to transition normally. I should also note here, that fallout 1, 2 nor tactics made a transition whenever you went into a building. Transition points were done on a more logical basis, certainly you wouldn't transition to enter a shack, though you did transition to enter the gecko power plant, from the gecko front entrance. Also, consider using brushes instead of props wherever you can. Source is not a prop based engine, and when you use props instead of brushes it makes the problems a lot more noticeable. Also, i will reiterate my other issue with the map, in that several times you claim it to be inspired, or not exactly the same, and yet the visuals show that you are pushing for a map with is exactly the same. You have a different engine, with different strengths, and so far you aren't using them. Look at cscdesert. That was a map inspired by fallout, and it had shady sands, a vault, and Mariposa, but it wasn't a clone of the game, it just had the same feel and a few locations that were influenced by the game. It also had the back entrance to Navarro that lead into an extensive facility, but the facility was just a standard underground bunker in its own right, not copied from any single game. gm_apocalypse had all the feel of a world turned into an atomic hell, but that wasn't cloning anything specific. It felt like a living world (you know what i mean), and it worked because the atmosphere was bang on. Even just the images made it look like a world gone wrong. I'm not getting that from this map. Even though the world looks the same as the one Obsidian created, it doesn't look like your own work, and more than that, it doesn't look like a dust swept hell. My suggestion is as it was. By all means use the fallout world as inspiration, but find your own niche. Use their props if you must, but don't build the entire world from props. Focus on the engines strengths and you will find the engine will reward you in kind.
[QUOTE=opti2000;42041376] But help with lighting settings would be really nice to improve it more! [/QUOTE] Well first of all you could make the ceiling not pitch black. Then, outdoors, you should make the ambient lighting brighter to avoid ugly lighting contrast on models. If your models actually are prop_dynamics consider enabling shadows for some of the larger ones.
I respect your opinion IronPheonix but its my final decision to create my map like this. Anyway i will give my best to create a awesome map for everyone that likes fallout. And there will be a lot places made by myself and not only replics.
[QUOTE=opti2000;42042597]I respect your opinion IronPheonix but its my final decision to create my map like this. Anyway i will give my best to create a awesome map for everyone that likes fallout. And there will be a lot places made by myself and not only replics.[/QUOTE] At least move to brushes wherever you can. You will see the benefit of doing so.
Progress on the mojave outpost. [t]http://abload.de/img/2013-09-01_00001hmu8s.jpg[/t] [t]http://abload.de/img/2013-09-01_00002tauys.jpg[/t] [t]http://abload.de/img/2013-09-01_00003pru5p.jpg[/t] [t]http://abload.de/img/2013-09-01_00004fjuj0.jpg[/t] [t]http://abload.de/img/2013-09-01_00005bluu2.jpg[/t]
nintendo 64 lighting fix pls
looks great, keep up the good work, i love fo:nv
[QUOTE=GoldPlatinum;42044118]nintendo 64 lighting fix pls[/QUOTE] Thanks for this helpful constructive comment.
[QUOTE=opti2000;42044403]Thanks for this helpful constructive comment.[/QUOTE] put at least brushes on the floor and walls, this will improve your lighting by times
I see you just called this thread Fallout: New Vegas inspired map. You could call it Rp_Mojave or something. :P I don't know, just putting things out there.
[QUOTE=IronPhoenix;42042716]At least move to brushes wherever you can. You will see the benefit of doing so.[/QUOTE] And not a single brush was made that day :v:
it looks amazing but makes me realize how much we really need a source 2 mainly because of how there is none of the newer graphics, like effective grass ( or in this case, bumpier dirt, to a finer detail ) I suggest adding bloom to images, just a [I]touch[/I] more of it, as well as mussing up the terrain slightly in the flatter areas. Nothing special. the lighting needs fixing, and some things seem cleaner than other things. I suggest singular models full of 10-100's of bottles and litter and dump that shit everywhere, give it some "post apoc glitter".
[QUOTE=LtShinySides;42050222]And not a single brush was made that day :v:[/QUOTE] Strangly enough, this makes me want to reopen my van buren project.
Gomorrha front entrance. [t]http://abload.de/img/2013-09-06_000011psfk.jpg[/t] [t]http://abload.de/img/2013-09-06_00002gusyb.jpg[/t] [t]http://abload.de/img/2013-09-06_00003w0sg2.jpg[/t]
This looks really good detail wise. Maybe you should make the lighting less bland though. It looks just really ugly to me. I'd still say to change the light_environment so the lighting is less bland. There IS a way to get a washed out depressing look without looking very bland. You don't have to match the New Vegas look completely, and instead try and make it look better. As for lighting looking wrong because of models, that's up to you whether you want to deal with it or not.
i love how he didn't take any advice that he was given here
[QUOTE=GoldPlatinum;42097475]i love how he didn't take any advice that he was given here[/QUOTE] Who says i am a "he"? You are not really helpful here only trolling as much as you can. Stop with these provocative comments and be just a little bit more constructive. If you dont like what you see here dont even waste your time and comment if its not a suggestion or something helpful. [QUOTE]the lighting is pretty bad [/QUOTE] [QUOTE]nintendo 64 lighting fix pls [/QUOTE] And now your recent post how i wouldn't take any advice. I am taking every advice and i am only building the "rough shape" of the area first to improve it more and more. I am thankful to everyone who posted something how i could make the lighting better. Just stop these kind of comments and help a little bit more? That would be really great. And dont even start with argument "blabla this is a wip thread you post here because you want help" What you do is not helping it is just trolling. Every other person here helped me more.
[QUOTE=opti2000;42097689]Who says i am a "he"? You are not really helpful here only trolling as much as you can. Stop with these provocative comments and be just a little bit more constructive. If you dont like what you see here dont even waste your time and comment if its not a suggestion or something helpful. And now your recent post how i wouldn't take any advice. I am taking every advice and i am only building the "rough shape" of the area first to improve it more and more. I am thankful to everyone who posted something how i could make the lighting better. Just stop these kind of comments and help a little bit more? That would be really great. And dont even start with argument "blabla this is a wip thread you post here because you want help" What you do is not helping it is just trolling. Every other person here helped me more.[/QUOTE] And how many brushes does your last image use? It looks like you have just taken the models from fallout and put them into source.
[QUOTE=opti2000;42097689]Who says i am a "he"? You are not really helpful here only trolling as much as you can. Stop with these provocative comments and be just a little bit more constructive. If you dont like what you see here dont even waste your time and comment if its not a suggestion or something helpful. And now your recent post how i wouldn't take any advice. I am taking every advice and i am only building the "rough shape" of the area first to improve it more and more. I am thankful to everyone who posted something how i could make the lighting better. Just stop these kind of comments and help a little bit more? That would be really great. And dont even start with argument "blabla this is a wip thread you post here because you want help" What you do is not helping it is just trolling. Every other person here helped me more.[/QUOTE] k fix that lighting tho
[QUOTE=IronPhoenix;42097770]And how many brushes does your last image use? It looks like you have just taken the models from fallout and put them into source.[/QUOTE] Whats the problem now with the models? I mean either i make it all the complicated way and rebuild every building with brushes and waste days of time or do it in a more efficient way and use models? The map is really big and i am working all alone on it and its a huge relief if i use models. And be honest the majority of people would likely roleplay on a nearly "identical" map like the original game. And i can accomplish this only by using fallout models. But to answer your real question: 3 Brushes
[QUOTE=opti2000;42097897]Whats the problem now with the models? I mean either i make it all the complicated way and rebuild every building with brushes and waste days of time or do it in a more efficient way and use models? The map is really big and i am working all alone on it and its a huge relief if i use models. And be honest the majority of people would likely roleplay on a nearly "identical" map like the original game. And i can accomplish this only by using fallout models. But to answer your real question: 3 Brushes[/QUOTE] Source is not a model based engine, which is why your lighting looks like something from the n64 era. Replace as much of the map as you can with brushes, only use models for detailing work. The engine was designed to use brushes, not models, and so, while you can optimise using models for props, you are going to get crap lighting if you are replacing things like walls, floors and ceilings (and partitions) with models. Wasn't gonna do this, but it shows it quite well. [img]http://cloud-2.steampowered.com/ugc/631916719456015140/2FA9C8801DEA3B6C507CB3306BEE1CCDAD9A842E/[/img] Compare the way the lighting falls on your gomorra building to my greenway hydroponics building. Mine looks more natural.
you dont have to remake everything from brushes, but do things like floors, walls and ceilings or main bodies of buildings
[QUOTE=opti2000;42097897] And i can accomplish this only by using fallout models. But to answer your real question: 3 Brushes[/QUOTE] I'm not sure its fair to count the ground and the 2 skybox brushes behind. Their point is any shadows cast onto your buildings will look shit or be non existent.
[QUOTE=mdeceiver79;42098297]I'm not sure its fair to count the ground and the 2 skybox brushes behind. Their point is any shadows cast onto your buildings will look shit or be non existent.[/QUOTE] I don't think even the floor is a brush. I think he counted the 3 edges on the skybox.
[QUOTE=IronPhoenix;42098013] Compare the way the lighting falls on your gomorra building to my greenway hydroponics building. Mine looks more natural.[/QUOTE] Thats just a simple square brush building, of course it looks "more natural" (whatever that means) I know source model lighting is shit but its not my fault. Sorry and maybe this will offend you and your friend GoldPlatinum who likes to dumb everything from me. But i will keep working with models and there is nothing you and GoldPlatinum can do against that. Now call me a little kid or girl or whatever you guys want i dont care but i am working so hard on this and no one can talk round me. I will finish this on my way with models. I will do as much as i can to fix the lighting.
[QUOTE=opti2000;42098601] I will finish this on my way with models. I will do as much as i can to fix the lighting.[/QUOTE] :v: [QUOTE]I know source model lighting is shit but its not my fault.[/QUOTE] its your fault that you use models everywhere
[QUOTE=opti2000;42098601]Thats just a simple square brush building, of course it looks "more natural" (whatever that means) I know source model lighting is shit but its not my fault. Sorry and maybe this will offend you and your friend GoldPlatinum who likes to dumb everything from me. But i will keep working with models and there is nothing you and GoldPlatinum can do against that. Now call me a little kid or girl or whatever you guys want i dont care but i am working so hard on this and no one can talk round me. I will finish this on my way with models. I will do as much as i can to fix the lighting.[/QUOTE] It is your fault because you would rather sacrifice the quality of the map in its entirety rather than spend more time recreating it from scratch and therefore would be something nice to look at. Your map is not your map. The only brushwork I see is the landscape and everything else is just models you ported from the game. If you can't take our advice and lash out every time someone criticizes you, then what is the point of posting here?
[QUOTE=opti2000;42098601]Thats just a simple square brush building, of course it looks "more natural" (whatever that means) I know source model lighting is shit but its not my fault. Sorry and maybe this will offend you and your friend GoldPlatinum who likes to dumb everything from me. But i will keep working with models and there is nothing you and GoldPlatinum can do against that. Now call me a little kid or girl or whatever you guys want i dont care but i am working so hard on this and no one can talk round me. I will finish this on my way with models. I will do as much as i can to fix the lighting.[/QUOTE] If i wanted to be pedantic, i would note that is is in fact an L-shape. And it does have an inside. Ok, lets show you another example: [img]http://cloud-2.steampowered.com/ugc/540671188306376529/32B5758BB52C9844D51A887FCB7017B94104130E/[/img] Much more brush heavy, though any small detail work is func_detail. And still the lighting looks right. I have shadows, and i did a bit of work on the lightmap scales to make the shadows look a little better. Lighting in source is not shit, not when you use brushes for your big objects, and mix in models for detailing. Gamebryo models in source tend to look shit anyway if you draw attention to them, but there are plenty of ways to use it's models to add detail and feel to an area without drawing attention to how the lighting is baked on.
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