Laboratory of Advanced Technology. (Possibly Community Project.)
155 replies, posted
Are you one of those people that thinks of this awesome feature to implement in a map, but then notices that it's all down to just a single room with said feature, and the map itself is non-existent?
Then here's your chance to shine. I'm in the process of creating a large Laboratory building, that will house futuristic technologies such as teleport chambers, laser cannons and rocket propelled babies if you wish.
For now, the building itself is a large WIP, but I do have a one lab room containing two experiments. It's not finished, still needs custom texturing, and misses a lot of detailing. The black metal and the slightly striped windows are the only custom textures of mine that are in it right now.
Here is the lab. If you want similar lighting, I used light004 brushes to light the room. They are behind the curves in the pillars, and in the window frame. Keep them small though, they are quite bright. But, experiment with this as you like. [b]I could not media tag these pictures, because it seems media tags are broken. And yes I used [ media][ /media] without the spaces.[/b]
[img]http://i48.tinypic.com/4vh8w7.jpg[/img]
This is the first experiment. It's a energized field that cancels gravity on (physics)objects introduced into it. It has a custom particle effect, and looks pretty 'futuristic' so far.
[img]http://i47.tinypic.com/2gtaq6p.jpg[/img]
This is the second experiment. It looks like some sort of microwave, but it does something else. Toss a physics object in to it like a pop can, press the button, and the lid up top closes. After a bright flash, the object is converted into energized particles(custom particle effect), and sucked away into that black square hole on the side. It'll eventually light something up to show that matter can be converted into usable energy, still building that. I also want it to not work when nothing is inside of it. But I digress, here is the picture:
[img]http://i50.tinypic.com/2emikgp.jpg[/img]
Now for the community bit. Although I can create a lot, if not all of these laboratories myself, I'd like to ask the community if they might be interested in adding their own lab to the building. My own lab is about 512x512, which is a good size. Stick around that as much as you can. If you, let's say, built a massive cannon that shoots this large laser or something, be sure to let me know, and I'll see if I can somehow get it into the map.
However, if you make custom materials, please build the .vtm's so that they all refer to their own map, something like "$basetexture" "usernamelabroom/awesometexture"
I prefer no custom models.
Custom particles are a BIG yes. Also be sure that your machines make sounds and such, silent things are boring.
If no one is interested, I'll just keep making more labs and finishing the building.
PS.
If you build this awesome contraption, you might want to consider fully explaining how you did it. This could be a great learning project for beginner-mediocre mappers. Any really nice custom textures you make, you might also want to share. Credit is where credit due, I'll keep a sharp eye on that, and I am sure to add a credit room somewhere deep within the bowels of the building.
LAB TEMPLATE PLUS DEV MATERIALS:
[url]http://www.megafileupload.com/en/file/175041/Lab-Template-rar.html[/url]
NOTICE:
You do not have to use this lab template. Your addition does NOT have to be inside a room. If you made some awesome machine, but it's compact and all, then deliver me that, and I'll put it in either a separate room, or one that still has space to spare.
What you can [b]NOT[/b] have in your lab:
-Any sort of pornographic textures. :downs:
-Machines that emit a constant sound that goes beyond the confinements of the room.
-Particle effects that go outside of the room. (If you have a VERY good reason to have one, do explain, and I will consider it.)
-Expensive water. (Due to PVS shit.)
-Func_reflective_whatever. (Same as water, PVS shit.)
-Machines that create props at an endless rate. (You can have prop-spawning machines, as long as you have a limit. If the production of a single, small prop is very long, then it's fine. Just don't create spam machines.)
No need to fit a door in. I've already created a standard set of sliding doors. You can delete the entire large window wall with the black frames. I've revamped it to fit the doors properly. They make wooshy sliding sounds. :3
---------update--------
[img]http://i45.tinypic.com/2uh5xxk.jpg[/img]
[img]http://i50.tinypic.com/o0p3xx.jpg[/img]
---------update---------
I'm starting to open spots. The four lab spaces you see in the main lobby are like... the BEST places. Right up front, in view, the quickest to access, and all that. Lab 001 - Matter to Energy Projects is mine. I've made a custom texture sign at the lab door, that will display this. It's time for you guys to start claiming your spots. Lab 002 is the one aside mine, lab 003 the one below mine, and lab 004 below 002.
For now, those four spots are certain. Too claim one, give me the lab number desired, and the short description of what happens inside [b]+ a picture of what you have so far![/b] Keep it around the length of my description, because the texture only has so much space, and I don't want to change font sizes or else it'll be unreadable.
Third floor.
Lab 001 - SweetSwifter - Physical Properties Lab
Lab 002 - Lord Pirate - Fluid Manipulation and Advanced Rehydration Lab
Second floor.
Lab 003 - xxx - xxx.
Lab 004 - xxx -xxx.
Underground.
Lab 005 (Center lab, in the middle of the two stairways.) - xxx - xxx.
Lab 006 (Large lab!) - xxx - xxx.
Lab 007 (Large lab!) - xxx - xxx.
[i](Templates for the underground lab 006 and 007 are coming soon.)[/i]
First come, first get. Just be sure that, if you get one of those spots, your lab is worth it. If it's total bullcrap, I'll switch it with one which deserves it more. Hah!
---------update---------
[img]http://i46.tinypic.com/2my0x3q.jpg[/img]
[img]http://i47.tinypic.com/szbl05.jpg[/img]
This last, large room will be seperated. The two side doors you can see lead to also large rooms, for large projects.
[img]http://i49.tinypic.com/35ip3th.jpg[/img]
Texture work is progressing. Floor textures may or may not be final. I know they look odd, but they look much, much better in game.
I compiled the entire map, and right now, I'm at about 12 percent of the brush limit, so I don't think that will be any problem. My only concern is optimisation. I've already func_detail'd the tiny bits, made sure to leave large walls and that as World Brushes. But when I run mat_wireframe 2 I still see a lot of things rendered. I really want to avoid using window occluders because the fact that you can see people working inside the labs is awesome.
Also, there will [b]most likely[/b] be a courtyard outside. I'll stick the complex in a night time environment, enclosed by mountains and a single, locked road with a gate. This is not entirely sure just yet though.
This actually sounds very interesting!
how about a room full of dead people in vats?
id like that. id maybe even make that.
Go right ahead. As long as you make it look awesome. Try and build a function in as well, to give the room more 'exploring' value.
Sounds like a cool idea.
It might be an idea to give a blank template of your lab though. Architechture-wise it would speed things up to give more time for working on experiments and provided the basic structure wasn't edited too much, help to keep the map's atmosphere constant throughout.
yea you should probably work on a template, a lab should be handed over to a scientist, and the scientists work would shape it acordingly.
I'll totally do that then. Just give me a moment to get the textures all packed and ready so that I can share them together with the .vmf.
That microwave this should turn them into particles, suck them through the hole and then make them appear in another microwave next to it. :3
I've got an idea I'd like to try so when you put up the template I'll give it a go.
[url]http://www.megafileupload.com/en/file/175041/Lab-Template-rar.html[/url]
How to install is inside of the .rar.
Let me know if there are any problems. Or if you have a better filesharing site. :C
[editline]12:34PM[/editline]
[QUOTE=selby3962;19422985]That microwave this should turn them into particles, suck them through the hole and then make them appear in another microwave next to it. :3
[/QUOTE]
Teleportation pods. I'll build these in another lab. For now, I'll start working on the main structure and post pictures once I have the lobby up and running.
Really good idea you have there.
Also ,to help with the microwave , to make it not go if there isn't a prop in it , use a filter_findbyclass
or something along those lines. Then add that to a trigger which fires a relay. [highlight]Now , I'm not sure if Source has these because I haven't experimented alot with source unlike what I did with goldsource , so this may be completely wrong[/highlight] Use something called a multisource. This is triggered when both the relay ( for the prop) and the relay (for the button) are "on" , and then you can use this to trigger the zappity crap
Thanks rearmedicalcondition_Man. :D
I'll give that a try. I figured something similar myself.
No one else interested then?
Also, update. Working on a lobby kinda infocenter point. It still needs a hologram thing, some new materials and all of that. The Science signs rotate around it though, which is nice.
[media]http://i45.tinypic.com/2zznndt.jpg[/media]
Well since there haven't been any replies, I guess I'll just say that I've been intending on making a contribution but didn't want to say anything until I had something decent to show.
Loving the idea!
Cant wait til this is finished :D
Good luck Everyone !
I am probably going to contribute with something. It's a really good idea I must say. Any limit on how many "rooms" you can make?
I was bored earlier today and had a dabble in Hammer and came up with this. Needs texturing and whatnot (and annoyingly the video framerate makes the things that spin appear slower than they actually are) but I'm quite pleased considering I haven't done any serious entity work for a few months.
[media]http://www.youtube.com/watch?v=oQIjyvCMMA4[/media]
I also have another idea I may work on and fit it on the other side of the room.
[QUOTE=Lord Pirate;19453315]I was bored earlier today and had a dabble in Hammer and came up with this. Needs texturing and whatnot (and annoyingly the video framerate makes the things that spin appear slower than they actually are) but I'm quite pleased considering I haven't done any serious entity work for a few months.
[URL="http://www.facepunch.com/#"]View YouTUBE video[/URL]
[URL]http://youtube.com/watch?v=oQIjyvCMMA4[/URL]
I also have another idea I may work on and fit it on the other side of the room.[/QUOTE]
Soda of SCIENCE! :science:
Looks brilliant really. Just be sure to confine the env_shake and the ambient_generic's to the room and just a bit outside of that. We don't want the entire building to shake, or else it'll be a major mingexploit.
Sounds like a really fun idea, keeping an I on this one..
[QUOTE=Chili Banan;19453255]I am probably going to contribute with something. It's a really good idea I must say. Any limit on how many "rooms" you can make?[/QUOTE]
Keep it to one for now. Should you require any special space, like a larger room or something, let me know.
[QUOTE=SweetSwifter;19461265]Looks brilliant really. Just be sure to confine the env_shake and the ambient_generic's to the room and just a bit outside of that. We don't want the entire building to shake, or else it'll be a major mingexploit.[/QUOTE]
Well the env_shakes and sounds all have a fairly small radius as it is at the moment, but I'll be sure to stick a reasonable cool down time on the button to stop people spamming.
On a slightly related note, will the map be having an exterior or a 3D skybox of sorts? I have an idea to test that I think may turn out quite cool.
Well, I'm not entirely sure yet. Once I finish the building, I may add some exterior space, skybox and whatnot. That's still vague. Do share your idea though.
Also, some update pictures:
[media]http://i45.tinypic.com/2uh5xxk.jpg[/media]
[media]http://i50.tinypic.com/o0p3xx.jpg[/media]
More lighting will be added.
remember to optimize it right?
like nodraw the stuff you cant see.
because the vmf you gave us certainly was not optimized.
I'd love to help, but I can't think of anything to do...
I think i'll make something in a bit.
[QUOTE=St33m;19464805]remember to optimize it right?
like nodraw the stuff you cant see.
because the vmf you gave us certainly was not optimized.[/QUOTE]
Yeah, I know. I sort of rushed in the template.
Well, anyway, it's not needed to nodraw a face which is completely covered by another, since the compiler does that for you. However, I will optimize myself as much as I can. I just usually do this in the end. I know, it sounds like needless labour, but it's just the way I do it.
Could I use the default dev textures for something?
[editline]07:51PM[/editline]
I just mean the greyish one for some doors.
[QUOTE=~ZOMG;19469068]Could I use the default dev textures for something?
[editline]07:51PM[/editline]
I just mean the greyish one for some doors.[/QUOTE]
As long as they fit in the map. This also means the fact that they have a square grid on them must also fit. If a bland colour fits better, make your own material.
And could mine go on the ground floor?
Why do you want the ground floor exactly?
[QUOTE=SweetSwifter;19469150]Why do you want the ground floor exactly?[/QUOTE]
Because I'm working on a large laser that is protected by lot's of funky doors, some of which have to go into the ground.
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