[QUOTE=ovi;38098731][url]http://youtu.be/D6e5PB0NAu0[/url]
How to embed videos in here?[/QUOTE]
Wow, that looks great.
That place in the video is huge. Great work!
Ya,
overview of that Appartment Building:
Red: Rooms/Hideout
Blue: Corridor
Green: Entraces
[img]http://bildupload.sro.at/a/images/apt_overview.jpg[/img]
Still looking for a Server for alphatesting... :o
Okay guys, I was wondering about the RP maps style.
Is it better to have like empty properties without probs, like tables, chairs w/e...
Or should I already fill those buildings?
I prefer having them filled, as long as all the stuff is physics props so that if I don't like the furniture I can throw it all out the window and decorate myself or something. Pre-placed decoration is good as long as it's not stuff like static furniture that can't be moved or deleted.
The rooms don't need props, it's easier for builders that way.
Hey Guys,
I decided working on Rp_Oviscity2 again.
I hope I can get an Alpha Version ready soon.
I'm uploaded some videos on my Youtube channel, so you can see the Progress of various parts of the map.
Here's the Link for the youtube channel:
[url]http://adf.ly/ZSRTG[/url]
Love the cell block with the big windows and the skybox sunset at 2:00.
Also what were those brush metal containers in the police station when you were picking up the ammo?
Glad to see you working on this again, makes it all the better to see the original creator and not someone else working on it!
Oviscity was always my favorite RP map, had a certain charm to it. I might get back into gmod rp again once this is released.
New Video online, Part 3:
[url="http://adf.ly/ZZlQR"]Youtube - RP_Oviscity2 - Part 3[/url]
Filling up the last empty spots and working on the 3d Sky
[img]http://cloud-4.steampowered.com/ugc/721995701258438498/C3375991152518472D4D970901BA546514C8B059/[/img]
[img]http://cloud-4.steampowered.com/ugc/721995701258451458/8519C3239D7DA6E5EDC487AC1594E0942844E57C/[/img]
[img]http://cloud-2.steampowered.com/ugc/721995701258465665/8516E867CA68B207F0CDE0E7C538616FC059E51D/[/img]
[img]http://cloud-2.steampowered.com/ugc/721995701258472646/F3CEBFFB27E9CE265B5C81FA12A997FFA9D29E67/[/img]
Looking very good! Those last images remind me of a plaza from HL2. Anyways I look forward to seeing a new iteration of this map.
Looks damn fine, I wasn't expecting an Oviscity 2 anytime soon!
Hey I set up a WIP on GameBanana.
You can get the latest info on there.
[url=http://gamebanana.com/wips/42947][img]http://gamebanana.com/wips/embeddables/42947?type=large[/img][/url]
Alpha 001 just released.
Subscribe now on Steam Workshop!
Hope everything works from now.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=197919808[/url]
[t]http://cloud-4.steampowered.com/ugc/506949355515817153/6D3AC0390A9DCBC1545ED75658411A40C6700AA9/[/t]
I would suggest possibly putting a train near spawn to block off areas like this.
[t]http://cloud-3.steampowered.com/ugc/506949355515826709/2A65EA3004158ADB9CFE53D5D384FC0BC2AC4455/[/t]
Near spawn there is this grate that is open but leads to a random wall. You might wanna close this off.
[t]http://cloud-2.steampowered.com/ugc/506949355515816419/6C12830746610D1729E48347E3D24B57CEFE9CA6/[/t]
It might just be my GMod but the crane's magnet was broken for me.
[t]http://cloud-2.steampowered.com/ugc/506949355515822360/63FB068B4611934C3019F4AB74C792F42C76E36A/[/t]
Found a little thing here that I could open but it lead to this:
[t]http://cloud-2.steampowered.com/ugc/506949355515818626/70E1CDBA4FFDCEEB33CC449AB70C87A9D1410D5B/[/t]
------
[t]http://cloud-4.steampowered.com/ugc/506949355515824688/D3D6D5BD71791BC680E0D45986DF908E11BE483F/[/t]
This room was more of a personal thing I was concerned about. I personally think it is best for the RP script to create weapons rather than the map but it doesn't matter to me either way.
Anyways, really good stuff you have going here. The destroyed buildings were a really nice touch and the layout is something I could easily get comfortable with. I'm sure a lot of the issues I reported were already known by you though. Can't wait to see what the final version will look like.
Good idea with the trainblocking doing that right now.
Sewers are suppossed to be dead ends at the moment, adding underground later.
Also I don't know how to fix the crane. In hl2dm it all worked fine. :(
Also here is some more info on the Progress of the Map:
Changelog, Overview, new Screenshots etc.
[url]http://niihs.wordpress.com/rp_oviscity2_alpha/[/url]
Some changes on the Trainstation
[img]http://niihs.files.wordpress.com/2013/11/trollworld_a050003.jpg[/img]
[img]http://niihs.files.wordpress.com/2013/11/trollworld_a050004.jpg[/img]
[img]http://niihs.files.wordpress.com/2013/11/trollworld_a050005.jpg[/img]
New Feature for the Combinebase.
[media]http://www.youtube.com/watch?v=vrI01Zzb_dE&[/media]
[QUOTE=ovi;43002787]New Feature for the Combinebase.
[media]http://www.youtube.com/watch?v=vrI01Zzb_dE&[/media][/QUOTE]
Looks nice, Please upload a prefab of this :D
[QUOTE=Gary D;43011069]Looks nice, Please upload a prefab of this :D[/QUOTE]
Sure. :)
New Shop with backroom leading to the balcony/hideout.
Details coming on the empty spots.
[img]http://cloud-4.steampowered.com/ugc/720870441805383282/0F4B4EFE30DE3ADBF32A1A70C47625DEC39FEA60/[/img]
[img]http://cloud-4.steampowered.com/ugc/720870441805390653/59823874D1503E751C16466300A23045E8F56964/[/img]
[img]http://cloud-3.steampowered.com/ugc/720870441805396633/29A6C0E8C381B1D669F13CE0EEEE2AF6F5A3EB3E/[/img]
[img]http://cloud-4.steampowered.com/ugc/720870441805399850/59D7CC4304E021498DA225C82FBEC2D81F4A251E/[/img]
[img]http://cloud-2.steampowered.com/ugc/720870441805404969/658E6D52FA537882742E7D94F0F28AEC52FA76EE/[/img]
[QUOTE=ovi;42981594]Also I don't know how to fix the crane. In hl2dm it all worked fine. :([/QUOTE]
HL2, Ep1 and Ep2 mechanics haven't worked properly in Gmod for a long time.
If you want a working crane, you're going to have to build it using func_rotatings, pod controllers and I/O. You'll have to decompile the crane model and split it into the cab and the arm so both can be moved independently. The only issue would be that I don't think you can limit the angles with I/O on a func_rotating so the arm could go into normally impossible angles.
Started with the Sewers.
[img]http://cloud-4.steampowered.com/ugc/720870441815818387/B125FD997B838A8CACC9E39A9179D910C1BCE423/[/img]
[img]http://cloud-2.steampowered.com/ugc/720870441815823928/666A65C2BE7B2CB28786873D2D4261CE95A83D1F/[/img]
[img]http://cloud-3.steampowered.com/ugc/720870441815829028/B8D462401634EF14A7B4D84AB1554C713C8C5B30/[/img]
[img]http://cloud-4.steampowered.com/ugc/720870441815833896/E03BF7795CE6CF3A9337E1CF9406654FEAF9678C/[/img]
[img]http://cloud-3.steampowered.com/ugc/720870441815838988/C5781554ABDF6FE40F2E36BC4C043F301D1824DC/[/img]
Are you going to have multiple routes underground?
May I suggest you add some utility closets and offbranches leading to remote rooms for those of us who like to be printer rats?
Oh add water turbines at some point that creates a current that moves the player and if they hit a turbine at a certain speed it kills them.
[QUOTE=ovi;43015956]Started with the Sewers.
[img]http://cloud-2.steampowered.com/ugc/720870441815823928/666A65C2BE7B2CB28786873D2D4261CE95A83D1F/[/img]
[/QUOTE]
I highly recommend you to decrease lightmap scale on that arch and align the texture.
And do not use the light entity but the light_spot to lit your area and light entity for ambient lighting.
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