[B]Braxhattan[/B]
(until i come up with a better name)
[t]http://i.imgur.com/N7spbx8.jpg[/t]
(that's 60 lots)
So this is more of a proof of concept in this whole collab scene and getting things to work.
It's almost completely automated with submitting and updating, except that i'm publishing the end product.
It's going to be big, really big. It's probably going to have to be shrunk down a lot if people start adding a lot of content.
Submit how many maps you want, you could make the buildings connect if you plan accordingly.
Website for submitting your stuff is here: [url]http://braxhattan.braxnet.org/[/url]
The base map is long from complete, since I've worked mostly on the backend of the site, and both look like shit at the moment.
[I]And yes, this is probably going to be a disaster.[/I]
Why not give it a layout which you can optimize?
[QUOTE=mdeceiver79;43434973]Why not give it a layout which you can optimize?[/QUOTE]
What do you mean? Different areas?
It still pushes the bsp to its limits.
As it currently is you will need alot of hint brushes on corners to minimise the visibility of someone in a room.
Open block layouts like this are hard to optimize. Instead treat a street as a hallway with the sky being the ceiling, you can then optmize it in the same way you would an interior, then for each building (room in the hallway) you can optimize inside, this macro and micro optimization will save you a big job, doing half of the major optimization before the rooms are made instead of going round at the end of the map trying to patch up everybodies work.
Once I'm on my lunchbreak I shall draw a suggestion for this.
edit:
OK here is a better layout.
[t]https://dl.dropboxusercontent.com/u/69582724/optimize-macro.jpg[/t]
The first 2 are the current layout, worst and best case scenario. Blue dot is player the shaded is what is being rendered.
The third is the different layout with blue and orange dot being players. You can see much less of map is visible at once. Orange sees alot but if you give him realistic FOV he won't see anywhere near that much.
The amount of stuff rendered for the first 2 cases standing in a corner is much more than the 3rd case standing in a corner.
You could also have roads in the s shape. If you want people to see in or out of their windows you need to be careful about what is visible to players.
Edit: each lot adds a number of vertices to whats being rendered, rendering so many when you are not seeing them is a waste of resources.
edit: for brush limit use propper for the window frames.
[QUOTE=mdeceiver79;43435227]As it currently is you will need alot of hint brushes on corners to minimise the visibility of someone in a room.
Open block layouts like this are hard to optimize. Instead treat a street as a hallway with the sky being the ceiling, you can then optmize it in the same way you would an interior, then for each building (room in the hallway) you can optimize inside, this macro and micro optimization will save you a big job, doing half of the major optimization before the rooms are made instead of going round at the end of the map trying to patch up everybodies work.
Once I'm on my lunchbreak I shall draw a suggestion for this.[/QUOTE]
It works fine in-game, garry's mod can handle it with no problems
it's the limit of the engine itself, the edge count is at 54% already
Why these collabs always starts with something overly simple base what doesn't inspire anybody?
[QUOTE=oskutin;43437063]Why these collabs always starts with something overly simple base what doesn't inspire anybody?[/QUOTE]
I agree, but this is more of a long lasting passive proof of concept than something that's done in a pinch.
Anyone can contribute to this, no judging required or skill level.
How about a collab, image or hammer for a layout first. So people collaborate in what would be a cool town layout then reserve their spots after they have looked around.
Oskutin is right about it not being inspiring. You could get a really cool orange block map, people walk around in it let their imaginations run wild:
"this corner, I can practically see the shop, I must reserve it!"
then let people add to it. A little harder to put together but you could end up with a map people actually want to use.
[QUOTE=mdeceiver79;43437171]How about a collab, image or hammer for a layout first. So people collaborate in what would be a cool town layout then reserve their spots after they have looked around.
Oskutin is right about it not being inspiring. You could get a really cool orange block map, people walk around in it let their imaginations run wild:
"this corner, I can practically see the shop, I must reserve it!"
then let people add to it. A little harder to put together but you could end up with a map people actually want to use.[/QUOTE]
Makes sense.
[code]brushes 7749/8192 92988/98304 (94.6%) VERY FULL![/code]
well this doesn't look very good :v:
[url]http://braxhattan.braxnet.org/map/braxhattan.zip[/url]
First version there, fixed up the streets a bit.
So this collab is about filling those rooms with props?
[QUOTE=Joey1;43437584]So this collab is about filling those rooms with props?[/QUOTE]
Fill it, renovate it completely, add something completely different. Anything really.
Yeah @mdeceiver79 is right.
Imagine it like, for example, in SimCity games.
It would be a lot cooler if u just designate different areas: residential, commercial or industrial.
And then mappers can pick an area they want and create builidings :)
[QUOTE=gargamel9000;43438104]Yeah @mdeceiver79 is right.
Imagine it like, for example, in SimCity games.
It would be a lot cooler if u just designate different areas: residential, commercial or industrial.
And then mappers can pick an area they want and create builidings :)[/QUOTE]
How about a collab for ideas for a map layout collab for a map collab?
edit: I don't mean to be a dick. I'll try and open sdk tonight.
[QUOTE=mdeceiver79;43438132]How about a collab for ideas for a map layout collab for a map collab?
edit: I don't mean to be a dick. I'll try and open sdk tonight.[/QUOTE]
Yeah, the map needs more interesting layout, and maybe a theme too.
Using that won't attaract the "good" mappers and it will end just being boring block of blocks.
[IMG]http://fc00.deviantart.net/fs6/i/2005/023/9/2/HL2_Canals_by_eraser851.jpg[/IMG]
Even that skybox aparment block is better to start of :v:
Right now this looks like a collab of everything that is wrong with those generic roleplay maps. Dull layout, blocky brushwork, unrealistic roads, those god damn awful and unoriginal cliff-boundaries, bad lighting and generally unpleasant looks. Heck, the first thing that came into my mind was a concentration camp rather than a real city.
Well i can't do good city environments, let's just skip this.
[QUOTE=Giraffen93;43438725]Well i can't do good city environments, let's just skip this.[/QUOTE]
Don't worry bud people can pitch in. You could even start on a lite version where it is just a collab for building exteriors. Walking round would be like an architecture exhibition. With plots of land which people can go crazy with.
You might struggle with cities now but stuff like this is how you get better.
I don't want to sound patronising so please don't take it that I am, but practice does make perfect.
[QUOTE=mdeceiver79;43439492]Don't worry bud people can pitch in. You could even start on a lite version where it is just a collab for building exteriors. Walking round would be like an architecture exhibition. With plots of land which people can go crazy with.
You might struggle with cities now but stuff like this is how you get better.
I don't want to sound patronising so please don't take it that I am, but practice does make perfect.[/QUOTE]
Been practicing for 7 years now. The buildings can be completely redone, that's kinda the point.
[QUOTE=Jukka K;43438509]Right now this looks like a collab of everything that is wrong with those generic roleplay maps. Dull layout, blocky brushwork, unrealistic roads, those god damn awful and unoriginal cliff-boundaries, bad lighting and generally unpleasant looks. Heck, the first thing that came into my mind was a concentration camp rather than a real city.[/QUOTE]Funnily enough I was thinking of making a prison camp map, maybe with some modifications I could turn this into one.
On an related note I've been thinking of making a number of maps set on a Combine spaceship: facepunch.com/showthread.php?t=1347312&p=43510300#post43510300, does that interest you?
[QUOTE=Giraffen93;43445259]Been practicing for 7 years now. The buildings can be completely redone, that's kinda the point.[/QUOTE]
whats the point of saying that youve been practicing for 7 years other than getting other peoples attention?
[QUOTE=GoldPlatinum;43512405]whats the point of saying that youve been practicing for 7 years other than getting other peoples attention?[/QUOTE]
"practice does make perfect"
well apparently not :v:
[QUOTE=Giraffen93;43512563]"practice does make perfect"
well apparently not :v:[/QUOTE]
practice makes it perfect unless you were barely interested in practicing and did so for around 100 hrs in those 7 years.
[QUOTE=GoldPlatinum;43512675]practice makes it perfect unless you were barely interested in practicing and did so for around 100 hrs in those 7 years.[/QUOTE]
Why so aggressive? He's allowed to do things casually over a long time.
@Giraffen You seems to have low confidence with your attitude, you can and will be able to get better its just a choice of what you want to put in it.
[QUOTE=GoldPlatinum;43512675]practice makes it perfect unless you were barely interested in practicing and did so for around 100 hrs in those 7 years.[/QUOTE]
About an hour every day.
Don't really care about this project anymore, turned out to be a disaster.
[QUOTE=GoldPlatinum;43512675]practice makes it perfect unless you were barely interested in practicing and did so for around 100 hrs in those 7 years.[/QUOTE]
Most of the time, I don't have a problem with what you're trying to say. However, every time you try to explain anything you end up being really, really offensive to just about everyone.
[QUOTE=wauterboi;43519220]Most of the time, I don't have a problem with what you're trying to say. However, every time you try to explain anything you end up being really, really offensive to just about everyone.[/QUOTE]
i never mean to sound rude or anything, but i noticed that whenever girrafen tries to say something he always ends up being overly pessemistic to get attention
[QUOTE=GoldPlatinum;43520827]i never mean to sound rude or anything, but i noticed that whenever girrafen tries to say something he always ends up being overly pessemistic to get attention[/QUOTE]
really? never really thought about it
people always say i'm negative about stuff, don't understand why
[QUOTE=GoldPlatinum;43520827]i never mean to sound rude or anything, but i noticed that whenever girrafen tries to say something he always ends up being overly pessemistic to get attention[/QUOTE]
If you're right then you're giving him the attention and making him look the underdog from your insults.
If you're wrong then you're just being mean.
In either case its not productive to do that.
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