• Construction of a mediocre single player map
    6 replies, posted
Alright so imma be making this Single Player map where you play as one of the combine soldiers left at nova prospect during the 2 weeks or how ever long when Gordon is stuck in a time warp when he teleports to klieners lab. Image one, (besides drawings on paper which ill upload later) [img]http://img696.imageshack.us/img696/3981/sdkcombinebeachsp0000.jpg[/img] This is just a shot of what the begging scene is like. Image Two, Changed the sky brightness and environment brightness, added a light. [img]http://img163.imageshack.us/img163/1293/sdkcombinebeachsp0001.jpg[/img] Image Three, Added upper cliff on right and some rocks. [img]http://img30.imageshack.us/img30/8959/sdkcombinebeachsp0002.jpg[/img] Image Four, Removed middle rock, was blocking view of combine next to me to shoot antlions., added antlions. [img]http://img20.imageshack.us/img20/764/sdkcombinebeachsp0003.jpg[/img] Image Five, Added a helicopter,stationary to attack antlions and removed combine next to me and put some outside. Also took off HDR. [img]http://img40.imageshack.us/img40/5531/sdkcombinebeachsp0004.jpg[/img] Image Six, Made helicopter move and not shoot anymore. [img]http://img705.imageshack.us/img705/7277/sdkcombinebeachsp0005.jpg[/img] Image Seven, Added Ropes from thumper to tower. [img]http://img29.imageshack.us/img29/3011/sdkcombinebeachsp0006.jpg[/img] Image Eight, Added more combine so they dont die and antlions come kill me. [img]http://img705.imageshack.us/img705/9126/sdkcombinebeachsp0008.jpg[/img] Image Nine, Added combine next to me again because they still lost fighting antlions, now only a couple survive and the helicopter now fully flys away. [img]http://img163.imageshack.us/img163/7944/sdkcombinebeachsp0010.jpg[/img] Image Ten(close up of above shot with action) [img]http://img690.imageshack.us/img690/8045/sdkcombinebeachsp0009.jpg[/img] Alright thats my work of the map today, tomorrow ill have more and development of the first structure.
Pic 1 gave me a bad impression, but at the end it looked pretty good.
Thanks man, im probably going to add more outside like maybe a 3D skybox.
Put the HDr back in, but do it properly. Place an env_tonemap_controller in, name it, compile your map with HDR and then play around with the inputs using entfire, to find settings that look good for your map (concentrate on the min and max exposure and bloom scale), then use a logic auto to initialize your settings on world spawn, otherwise your HDR will look like ass as you have seen. Also have a look around the VDC at the HDR articles and tonemapper page.
Alright thanks, because i really like HDR i just was angry that the sky made your eyes bleed. I really had no idea about env_tonemap_controller, cant wait to try it out.
[QUOTE=HoliestCow;19631700]Alright thanks, because i really like HDR i just was angry that the sky made your eyes bleed. I really had no idea about env_tonemap_controller, cant wait to try it out.[/QUOTE] HDR really is beautiful when done right. And the best bit is you can tweak it in-game without a recompile. You can also give the tonemapper inputs from triggers since it's an sp game, so say if the player emerged from a tunnel into bright light you could ramp up the max exposure just before they walk out, so they are momentarily blinded, like valve did in lost coast. The VDC discusses the settings in more detail in one of their articles.
I know i just played lost content once i google'd how to use it, they said to try the VDC so i did.
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