• KFC Map
    43 replies, posted
this map is my latest beta, i dont care for the graphics beta because, well I think it's not possible. Anyhow, this map is located here [url]http://www.garrysmod.org/downloads/?a=view&id=130393[/url] any bugs can be told here, and suggestions are welcome.
i'll be earnest here; it looks really blocky and the lighting is pretty boring. you're going to need a lot of custom models and textures before this can look up to par with a real KFC joint. [editline]j[/editline] [url]http://www.garrysmod.org/downloads/?a=showimg&v=130393_2[/url]
I really think this needs a redo. It just looks so blocky.......
the lights need sources as well
Wait, there's a Minecraft to .bsp map converter?
oh god what the fuck kfc map what the fuck
To be fair, the map looks more inviting than the actual kfc.
I recommend taking some time to learn the basics of a modelling program, to the point where you can confidently get a model into Source. Once you have that down, then use this map like a canvas to work on. Make a few basic assets, small things like chicken buckets. Move on to some more vital assets like chairs, those little stools, perhaps even a booth. The quality of the models will probably be low at first, but once you have your base assets covered, go back and revise them once or twice (mainly for getting some confidence and generally improving) and then move on to more important details, like your signs, the oversized chicken bucket, deep fryers and the actual food itself. Remember that it's the little things that make all the difference to the atmosphere. Sure a stock HL2 light fitting might look ok, but they also appear run down, so a simple custom light fitting would probably be much more appropriate. Fast food stores are also quite bright and well lit. Try changing the falloff settings of the lights to make it more gradual. This helps fill the room with more ambient light without requiring more light entities. My most common way to do this is to change the quadratic falloff component to 0 and change linear falloff to 1. This may mean you need to lower the overall brightness of the light entity because suddenly its light travels further, but that's an easy thing to tweak. Those are just a few things to think about. Don't give up working on the map. Even if you never release it, working on small details and learning to make custom assets will always be beneficial to your overall mapping ability.
[url]http://www.garrysmod.org/downloads/?a=view&id=130402[/url] is a fixed version, i will still need custom models to fix those blocky "things" in the room
You should use pakrat to pack the textures you use inside the bsp or just include them in the zip like what you did with the other textures. It's not good to ask people to download an entire texture pack just for one map. The roof and the lighting inside is better but you still don't have any light sources. There's also plenty of good chair and table models. Why did you have to make them out of brushes? I think that big block thing on top of the roof is unnecessary because you already have the kfc sign outside.
[QUOTE=IronPhoenix;36193620]To be fair, the map looks more inviting than the actual kfc.[/QUOTE] Debate-able.
As been repeated many times, everything is very blocky. So maybe just do some simple curves around the edges of the furniture and tables. That kitchen is so empty. Kitchens in fast food places tend to have only a few area's to walk as the rest of the kitchen is covered with all sorts of cooking stations and etc. The walls are very bare, maybe hang pictures and lamps for the light sources. And really the last thing I can recommend is, everything is made of tiles, it's a big eyesore. Maybe change the wall texture entirely and add some crown or shoe molding, and lower the scale of the ceiling texture so the tiles are smaller. BUT if you do that, add banisters and "support" beams, etc. just to liven the place up a little. Hope any of this helps. Oh yeah and fix the massive stretching on the menu board. Break it up into different segments; [IMG]https://dl.dropbox.com/u/8896170/Capture.PNG[/IMG]
I am going to add a GIANT world change in the official version of V3, might no be released for a while. GOOD: will have a zombie survival version more features remove sign on roof BAD: how to make models without buying programs?
[QUOTE=eligrand1;36213832] BAD: how to make models without buying programs?[/QUOTE] [url]http://www.blender.org/[/url]
[QUOTE=eligrand1;36213832] BAD: how to make models without buying programs?[/QUOTE] There are plently of free modellers out there. Try looking around.
[QUOTE=eligrand1;36213832] BAD: how to make models without buying programs?[/QUOTE] [url]http://www.moddb.com/members/cfoust/downloads/propper-beta-3[/url]
[QUOTE=TurtleeyFP;36215380][url]http://www.moddb.com/members/cfoust/downloads/propper-beta-3[/url][/QUOTE] No. That's converting brushwork to a model. It's not at all what he needs to improve himself. Propper should be used only as optimisation.
[QUOTE=HiddenMyst;36218310]No. That's converting brushwork to a model. It's not at all what he needs to improve himself. Propper should be used only as optimisation.[/QUOTE] Well, he asked how to MAKE models. This, in technicality, is a model-maker. It creates models from brushes.
[QUOTE=HiddenMyst;36218310]No. That's converting brushwork to a model. It's not at all what he needs to improve himself. Propper should be used only as optimisation.[/QUOTE] I dunno, I used it to make some candles, which came out pretty nice. Since Ep2 doesn't have anything of the sort... It's just like 3DS max only you make with brushes and displacements. Propper, allows you to have greater detail in fact.
What? I'm pretty sure you would get a lot better detail with an actual modelling program
[QUOTE=Stiffy360;36218878]I dunno, I used it to make some candles, which came out pretty nice. Since Ep2 doesn't have anything of the sort... It's just like 3DS max only you make with brushes and displacements. Propper, allows you to have greater detail in fact.[/QUOTE] So how do you go about editing your UV map in Hammer? Coz that's a pretty important feature of modelling programs that allows you to seamlessly wrap textures around things and last I checked the most Hammer allows is a very primitive texture offset. You also don't get direct control over planes, which, again, are a quite vital when you want to make a fair few models. I'm not saying you can't make a model via propper and hammer, but it's not going to help him progress from the blocky state he's currently working with and it's just going to teach him bad habits. [editline]6th June 2012[/editline] [QUOTE=eligrand1;36213832]I am going to add a GIANT world change in the official version of V3, might no be released for a while. GOOD: will have a zombie survival version more features remove sign on roof BAD: how to make models without buying programs?[/QUOTE] Don't go making different versions of the map until you have a good grasp on how to make it look believable. Look at a tonne of pictures of KFC stores and see what they have that you don't, then work on getting that sort of detail into your map. Also, I'd recommend using different textures because they look extremely fake.
V3 is going to built from scratch, while the zs version is the same but with falling apart pieces and better textures I should have used in v2
Just because it's overrun by zombies doesn't mean it has "falling apart pieces". That's not what makes a zombie map good; different lighting, textures and props do.
[QUOTE=eligrand1;36225501]V3 is going to built from scratch, while the zs version is the same but with falling apart pieces and better textures I should have used in v2[/QUOTE] Why does a zombie map need to be falling to pieces. They are zombies, they attack humans, not redecorate.
[QUOTE=IronPhoenix;36225734]Why does a zombie map need to be falling to pieces. They are zombies, they attack humans, not redecorate.[/QUOTE] I think my mod needs a zombie wrapped in wallpaper, now. The Redecorator - 245 hp - Slow - Uses metre sticks to hit players, dealing 35 damage - Throws buckets of acidic paint, burning anything it touches for 2 dps
[QUOTE=TCB;36225823]I think my mod needs a zombie wrapped in wallpaper, now. The Redecorator - 245 hp - Slow - Uses metre sticks to hit players, dealing 35 damage - Throws buckets of acidic paint, burning anything it touches for 2 dps[/QUOTE] Yes! Do It! Although, doesn't that require sphinxa to get off his lazy arse and code?
With any program, if you are skilled enough, you can make wonders. I use propper a lot, because I don't have 3DS max and don't have enough space to install it, and I'm too lazy to reboot my computer and use maya. Also, about my previous post, I meant you can use propper to have greater detail than just regular brushes. A good 3D modeling program is better, but it's a whole new skill set to learn. Propper is much easier cause it uses a program you are already familiar with. [IMG]http://i50.tinypic.com/19y338.jpg[/IMG]
I stand corrected. Those models are incredible. I especially love how you managed to get those funky little lines on the base. Are they part of the texture?
[QUOTE=Stiffy360;36228758]With any program, if you are skilled enough, you can make wonders. I use propper a lot, because I don't have 3DS max and don't have enough space to install it, and I'm too lazy to reboot my computer and use maya. Also, about my previous post, I meant you can use propper to have greater detail than just regular brushes. A good 3D modeling program is better, but it's a whole new skill set to learn. Propper is much easier cause it uses a program you are already familiar with. [/QUOTE] You have just mentioned two packages, presumably you used those because you have heard they are the best. Look around, find a program that works for you, but in the end, if you create an actual model you can include a lot more detail a lot easier. For example, your candles are visibly jagged, and they appear to have some kind of self luminating texture on which is way too bright.
[QUOTE=IronPhoenix;36233481]You have just mentioned two packages, presumably you used those because you have heard they are the best. Look around, find a program that works for you, but in the end, if you create an actual model you can include a lot more detail a lot easier. For example, your candles are visibly jagged, and they appear to have some kind of self luminating texture on which is way too bright.[/QUOTE] Yeah, the illuminating texture isn't what I wanted. I tried to find a white texture, but they were all glowing, I can fix it. [QUOTE=HiddenMyst;36232640]I stand corrected. Those models are incredible. I especially love how you managed to get those funky little lines on the base. Are they part of the texture?[/QUOTE] Hammer screwed my vertices. ah well, nothing I can't fix.
Sorry, you need to Log In to post a reply to this thread.