• gm_susquehanna
    86 replies, posted
Been too busy out playing with my (not) new Impreza too much to map anyway have a place of worship [img]http://i.imgur.com/5Qs7Sdd.jpg[/img]
How do you get an uneven tearrain but still make it look so natrual? Do you make a giant ground with displacements and shape it like you want or should you cut it up in small parts?
Shape it to as much as vbsp will handle, because it's unnecessarily finicky about displacement extents. I'm really not happy with how the displacements are turning out on this map as opposed to rp_atoll or gm_shinkansen, both of which gave me much fewer compile errors. Despite shinkansen looking like this and susquehanna being far simpler [t]http://i.imgur.com/puxtkEI.png[/t][t]http://i.imgur.com/pV1k994.jpg[/t]
I was wondering about something similar, if I am making the surface of my map should I have 1 giant brush or many small or medium sized? what is better? What would you recommend?
Well one giant brush at a power of 4 would give you about as many usable displacement faces as a Super Nintendo can handle. It depends on the situation, but for open-world I like to make displacements second priority, broken up by roads or other barriers, and use them sparingly. Therefore making them first priority and building on top is not only bad because it gives you a goal size that may be unrealistically big, but because you may quickly run into the displacement limit and it will be difficult to make changes afterward or make decent-looking hills, ridges or cliff faces. Edit: Thanks to GaleTheHusky I got displacements working in Propper, and can lush up the map with ease while keeping resources low. [img_thumb]http://i.imgur.com/Lk1gZkY.jpg[/img_thumb][img_thumb]http://i.imgur.com/m3FpD4q.jpg[/img_thumb][img_thumb]http://i.imgur.com/D8bGx7W.jpg[/img_thumb]
[t]http://i.imgur.com/uy1MwDh.jpg[/t][t]http://i.imgur.com/ei46ydv.jpg[/t][t]http://i.imgur.com/LVOiAaL.jpg[/t] When the time comes, I'm going to add cars from [url=http://facepunch.com/showthread.php?t=1465232]Rush Freak's Car Props pack[/url] because they're perfect for the setting/year of the map. It's really pretty close to release, and still under half on all Source limits.
It looks great! I would be so appreciate if this worked in SFM as well! There are so few good maps to use that actually work in SFM.
Wow! Looks great! Is there a download at all?
[QUOTE=ConnorMcF;47891332]Wow! Looks great! Is there a download at all?[/QUOTE] the map still appears to be pretty wip. I wouldn't expect a download link for a long while unless Xanadu has gotten a lot done in the past few weeks.
Where you got the custom textures from ? I haven't seen those textures in other Source games
[QUOTE=sashow1000;47897950]Where you got the custom textures from ? I haven't seen those textures in other Source games[/QUOTE] He makes his own generally.
Trees [t]http://i.imgur.com/wcoQufI.jpg[/t][t]http://i.imgur.com/7TMyYNq.jpg[/t][t]http://i.imgur.com/sAoX6WN.jpg[/t][t]http://i.imgur.com/O2ofTrR.jpg[/t][t]http://i.imgur.com/fR17AoR.jpg[/t][t]http://i.imgur.com/Hsd3gui.jpg[/t][t]http://i.imgur.com/CO5vsvs.jpg[/t] I only compiled with -low, throw tomatoes
I keep thinking the post office is some sort of police station. Just my mind playing tricks on me. May you have a handful of cookies for the good looking stuff: [IMG]http://slides.worldofstock.com/PFO5260.jpg[/IMG]
Please add HDR to this mapping masterpiece, other users that use SFM (Like me) would love to use this map! Also, great job!
[url]http://imgur.com/a/GL3Sb[/url] Been making and replacing some new textures from photographs I took, for instance this fence (mind the crappy alpha on the top) and asphalt [t]http://i.imgur.com/2q96QGv.jpg[/t][t]http://i.imgur.com/W5afQx9.jpg[/t]
See if you can make it to where the background bleeding though the alpha in the picture to the left matches the color of the leaves so that the ugly transparency of the texture isn't as jarring.
Only update for now is that I started the trailerpark but still need to make it interesting. For some reason the wheel models on them disappeared, didn't feel like recompiling to fix this tonight. [img_thumb]http://i.imgur.com/ID5xHn2.jpg[/img_thumb][img_thumb]http://i.imgur.com/5Mmypbb.jpg[/img_thumb] I am having some trouble with Propper LODs though, I can't find any tutorial on getting them working. I made one, then linked to the original model in "Model to apply to" in propper_lod but it's highlighted red even though my Propper mod has the original model and everything it needs. Source SDK hammer on my end doesn't have working viewports, and steampipe Hammer can't do anything with a propper_model or propper_lod.
I love your roads and urban settings. Really my favorite kind of map
Decided the idea of a hollowed out steel mill was the reason for my serious mappers block and decided to replace it with a boring old warehouse to get on with the map already. It's functionally ready, areaportaled from the rest of the map but looks like shit. So...pimp my warehouse. Would it be handy to have more than one, or have blank space for other stuff instead? What should it have inside and out, besides a parking lot? [img_thumb]http://i.imgur.com/aMB38Jq.jpg[/img_thumb][img_thumb]http://i.imgur.com/hm7Appe.jpg[/img_thumb]
I wouldn't be opposed to either just one warehouse or a couple more. For the interior, I'd put in some of those storage shelves that you usually see in warehouses. [t]http://valdatasystems.com/wp-content/uploads/2015/05/vs-Warehouse-06-08-07-26.jpg[/t] For the exterior, you could probably put a smaller electrical yard right next to the warehouse. [t]https://asc.llnl.gov/tsf/tsf_scrapbook/images/may03_18_large.jpg[/t] [t]https://upload.wikimedia.org/wikipedia/commons/c/c0/Electrical_Substation.JPG[/t] [editline]2nd July 2016[/editline] Also, I'm pretty glad that you're getting back to working on this.
I'm leaving the warehouse generally empty minus decoration cause it's meant for visportal'd building, but I like the electrical idea. I'd like to put some odds and ends around it Dirt 3 style (think Gymkhana) like rubble piles or ramps and construction, and electrical would be one way to incorporate that.
[QUOTE=Xanadu;50633924][img_thumb]http://i.imgur.com/aMB38Jq.jpg[/img_thumb][img_thumb]http://i.imgur.com/hm7Appe.jpg[/img_thumb][/QUOTE] Something I'd do is change the design of the warehouse, since right now it just looks like a big box with a peaked roof and too many windows. I know the one almost got a job at[URL="http://i.imgur.com/eQghvNn.jpg"] had windows going along only one side of the lower story[/URL], and that's just because all the offices were on that one side. Or if you wanna get creative, you could do some industrial park with a bunch of prefab buildings. Mechanics, HVAC businesses, printers, etc. just businesses who aren't really that "walk in" with the public, but don't need a whole estate to operate in. [t]http://i.imgur.com/GBn7jnJ.jpg[/t]
groovy. but what sky texture is that? thats not militia is it? it looks really nice.
[QUOTE=ROBOT EVAN;50644950]groovy. but what sky texture is that? thats not militia is it? it looks really nice.[/QUOTE] Alto, by Mr. Chop. The links to the whole pack on Interlopers broke but I believe somebody here mirrored them all and made a thread with them.
It would be the best thing ever if you made the interior of that warehouse extremely well lit for building.
[QUOTE=Amplar;50646553]It would be the best thing ever if you made the interior of that warehouse extremely well lit for building.[/QUOTE] I actually replaced one of the lamp fixtures with a neutron star by mistake. [img_thumb]http://i.imgur.com/UcG1lwU.jpg[/img_thumb]
[QUOTE=Xanadu;50647633]I actually replaced one of the lamp fixtures with a neutron star by mistake. [img_thumb]http://i.imgur.com/UcG1lwU.jpg[/img_thumb][/QUOTE] I like how even the exterior looks Fulbright.
I would leave it empty. Maybe add a few little side rooms.... [img]http://www.allstatebusinesscenters.com/warehouse-for-rent-tampa/images/13211-N-Nebraska-Ave-Tampa-Florida-33612-warehouse-office.jpg[/img] but other than that, give players the chance to do their own thing with the space. Opportunity is just as important as purpose.
Updated the pictures in the OP. This map has come pretty far in the past month as far as bug fixes and general completion, especially this weekend.
Very nice, but i hear my fps cringe all the way on my work. :v:
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