• New zombie map concept.
    59 replies, posted
I need someone to help me make this map, I'm only very basic in mapping.. Please take a look at this concept I drew! [IMG]http://farm8.staticflickr.com/7004/6518457659_3b6ced4e1e_b.jpg[/IMG] EDIT: (Made the layout easier to read!) And here's a layout. [IMG]http://farm8.staticflickr.com/7163/6518507073_703a443f4b_b.jpg[/IMG] Please consider helping me out! I will highly appreciate it! :) Hopefully someone can help me make this very nice map I'm planning...
First Surely, don't go on a private message spree fucking blowing up my phone. Secondly Surely, you need to read the Subforums more often. God dammit, Surely.
[QUOTE=Bubz;33743114]First Surely, don't go on a private message spree fucking blowing up my phone. Secondly Surely, you need to read the Subforums more often. God dammit, Surely.[/QUOTE] Harsh. I only sent you like 2. Because a friend directed me to you...
I can help you. And by help i mean, point you in the right directions for tutorials etc. [url]http://www.youtube.com/user/IamAsparagus?feature=g-all-c[/url] [url]http://www.youtube.com/user/darkironphoenix?feature=guide[/url]
[QUOTE=IronPhoenix;33748655]I can help you. And by help i mean, point you in the right directions for tutorials etc. [url]http://www.youtube.com/user/IamAsparagus?feature=g-all-c[/url] [url]http://www.youtube.com/user/darkironphoenix?feature=guide[/url][/QUOTE] Thanks! These will help me out :)
[QUOTE=Bubz;33743114]First Surely, don't go on a private message spree fucking blowing up my phone. Secondly Surely, you need to read the Subforums more often. God dammit, Surely.[/QUOTE] Are you serious? And dont call me Shirley.
[QUOTE=Best4bond;33757074]Are you serious? And dont call me Shirley.[/QUOTE] I suspect very few people get the reference. *it's an entirly different kind of flying, altogether!"
Here's what I have so far.. I need a little help here. [IMG]http://farm8.staticflickr.com/7141/6523318375_273d7eea27_b.jpg[/IMG]
Top left window, click where it says 'camera' and select a more-preferred render, feel free to play with them. Also, way top left, click the small grid button next to the similar one that says 3D to turn the 2D grid on. Neither of these are required, but both are generally preferred.
[QUOTE=Pyth;33758623]Top left window, click where it says 'camera' and select a more-preferred render, feel free to play with them. Also, way top left, click the small grid button next to the similar one that says 3D to turn the 2D grid on. Neither of these are required, but both are generally preferred.[/QUOTE] Thanks, It was a pain making all that with just the grid.
[QUOTE=IronPhoenix;33757277]I suspect very few people get the reference. *it's an entirly different kind of flying, altogether!"[/QUOTE] Should i just stick to first born child jokes?
[QUOTE=Best4bond;33759055]Should i just stick to first born child jokes?[/QUOTE] It is your area of expertise
[QUOTE=Best4bond;33759055]Should i just stick to first born child jokes?[/QUOTE] No...keep up with the obscure film references. They don't make em like they used to.
I tried compiling the map to test what I have. This popped up [code] ** Executing... ** Command: "c:\program files\steam\steamapps\1shadow1105\sourcesdk\bin\source2009\bin\vbsp.exe" ** Parameters: -game "c:\program files\steam\steamapps\1shadow1105\garrysmod\" "C:\Users\Jordan\Desktop\ServerMap.vmf" Valve Software - vbsp.exe (Sep 15 2011) Command line: "c:\program files\steam\steamapps\1shadow1105\sourcesdk\bin\source2009\bin\vbsp.exe" "-game" "c:\program files\steam\steamapps\1shadow1105\garrysmod" C:\Users\Jordan\Desktop\ServerMap.vmf" usage : vbsp [options...] mapfile example: vbsp -onlyents c:\hl2\hl2\maps\test Common options (use -v to see all options): -v (or -verbose): Turn on verbose output (also shows more command line options). -onlyents : This option causes vbsp only import the entities from the .vmf file. -onlyents won't reimport brush models. -onlyprops : Only update the static props and detail props. -glview : Writes .gl files in the current directory that can be viewed with glview.exe. If you use -tmpout, it will write the files into the \tmp folder. -nodetail : Get rid of all detail geometry. The geometry left over is what affects visibility. -nowater : Get rid of water brushes. -low : Run as an idle-priority process. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. ** Executing... ** Command: "c:\program files\steam\steamapps\1shadow1105\sourcesdk\bin\source2009\bin\vvis.exe" ** Parameters: -game "c:\program files\steam\steamapps\1shadow1105\garrysmod\" -fast "C:\Users\Jordan\Desktop\ServerMap" Valve Software - vvis.exe (Sep 15 2011) Command line: "c:\program files\steam\steamapps\1shadow1105\sourcesdk\bin\source2009\bin\vvis.exe" "-game" "c:\program files\steam\steamapps\1shadow1105\garrysmod" -fast C:\Users\Jordan\Desktop\ServerMap" usage : vvis [options...] bspfile example: vvis -fast c:\hl2\hl2\maps\test Common options: -v (or -verbose): Turn on verbose output (also shows more command -fast : Only do first quick pass on vis calculations. -mpi : Use VMPI to distribute computations. -low : Run as an idle-priority process. env_fog_controller specifies one. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. Other options: -novconfig : Don't bring up graphical UI on vproject errors. -radius_override: Force a vis radius, regardless of whether an -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -nosort : Don't sort portals (sorting is an optimization). -tmpin : Make portals come from \tmp\<mapname>. -tmpout : Make portals come from \tmp\<mapname>. -trace <start cluster> <end cluster> : Writes a linefile that traces the vis from one cluster to another for debugging map vis. -FullMinidumps : Write large minidumps on crash. -x360 : Generate Xbox360 version of vsp -nox360 : Disable generation Xbox360 version of vsp (default) ** Executing... ** Command: "c:\program files\steam\steamapps\1shadow1105\sourcesdk\bin\source2009\bin\vrad.exe" ** Parameters: -game "c:\program files\steam\steamapps\1shadow1105\garrysmod\" -noextra "C:\Users\Jordan\Desktop\ServerMap" Valve Software - vrad.exe SSE (Sep 15 2011) Valve Radiosity Simulator Command line: "c:\program files\steam\steamapps\1shadow1105\sourcesdk\bin\source2009\bin\vrad.exe" "-game" "c:\program files\steam\steamapps\1shadow1105\garrysmod" -noextra C:\Users\Jordan\Desktop\ServerMap" usage : vrad [options...] bspfile example: vrad c:\hl2\hl2\maps\test Common options: -v (or -verbose): Turn on verbose output (also shows more command -bounce # : Set max number of bounces (default: 100). -fast : Quick and dirty lighting. -fastambient : Per-leaf ambient sampling is lower quality to save compute time. -final : High quality processing. equivalent to -extrasky 16. -extrasky n : trace N times as many rays for indirect light and sky ambient. -low : Run as an idle-priority process. -mpi : Use VMPI to distribute computations. -rederror : Show errors in red. -vproject <directory> : Override the VPROJECT environment variable. -game <directory> : Same as -vproject. Other options: -novconfig : Don't bring up graphical UI on vproject errors. -dump : Write debugging .txt files. -dumpnormals : Write normals to debug files. -dumptrace : Write ray-tracing environment to debug files. -threads : Control the number of threads vbsp uses (defaults to the # or processors on your machine). -lights <file> : Load a lights file in addition to lights.rad and the level lights file. -noextra : Disable supersampling. -debugextra : Places debugging data in lightmaps to visualize supersampling. -smooth # : Set the threshold for smoothing groups, in degrees (default 45). -dlightmap : Force direct lighting into different lightmap than radiosity. -stoponexit : Wait for a keypress on exit. -mpi_pw <pw> : Use a password to choose a specific set of VMPI workers. -nodetaillight : Don't light detail props. -centersamples : Move sample centers. -luxeldensity # : Rescale all luxels by the specified amount (default: 1.0). The number specified must be less than 1.0 or it will be ignored. -loghash : Log the sample hash table to samplehash.txt. -onlydetail : Only light detail props and per-leaf lighting. -maxdispsamplesize #: Set max displacement sample size (default: 512). -softsun <n> : Treat the sun as an area light source of size <n> degrees. Produces soft shadows. Recommended values are between 0 and 5. Default is 0. -FullMinidumps : Write large minidumps on crash. -chop : Smallest number of luxel widths for a bounce patch, used on edges -maxchop : Coarsest allowed number of luxel widths for a patch, used in face interiors -LargeDispSampleRadius: This can be used if there are splotches of bounced light on terrain. The compile will take longer, but it will gather light across a wider area. -StaticPropLighting : generate backed static prop vertex lighting -StaticPropPolys : Perform shadow tests of static props at polygon precision -OnlyStaticProps : Only perform direct static prop lighting (vrad debug option) -StaticPropNormals : when lighting static props, just show their normal vector -textureshadows : Allows texture alpha channels to block light - rays intersecting alpha surfaces will sample the texture -noskyboxrecurse : Turn off recursion into 3d skybox (skybox shadows on world) -nossprops : Globally disable self-shadowing on static props ** Executing... ** Command: Copy File ** Parameters: "C:\Users\Jordan\Desktop\ServerMap.bsp" "c:\program files\steam\steamapps\1shadow1105\garrysmod\garrysmod\maps\ServerMap.bsp" The command failed. Windows reported the error: "The system cannot find the file specified."[/code]
Looks like you didn't chose the right parameters when you were trying to compile. Make sure you haven't deleted anything out of the command lines.
[QUOTE=Firegod522;33767415]Looks like you didn't chose the right parameters when you were trying to compile. Make sure you haven't deleted anything out of the command lines.[/QUOTE] Would anyone mind compiling the file for me on team-viewer? Or explaining the parameters, etc.
Just set it on default compile and compile.
[QUOTE=Firegod522;33767756]Just set it on default compile and compile.[/QUOTE] It was on default. vvvvvvvvvvvvvv [IMG]http://farm8.staticflickr.com/7021/6526574333_c66a79b628_b.jpg[/IMG]
Looks like you have saved the map in a different engine to the one you are trying ot compile in. Pick one game and engine to make the map in and stay there.
[QUOTE=IronPhoenix;33768200]Looks like you have saved the map in a different engine to the one you are trying ot compile in. Pick one game and engine to make the map in and stay there.[/QUOTE] Oh okay, that must be my problem then. Thanks!
[IMG]http://cloud.steampowered.com/ugc/613845680846497381/2740E36A80B6D4311D5AE2A554645270F77820CF/[/IMG] Skybox looks nice. I'm thinking about combining some l4d maps by the safehouses, would there be a way to do this?
[QUOTE=AntiSaint;33782735][IMG]http://cloud.steampowered.com/ugc/613845680846497381/2740E36A80B6D4311D5AE2A554645270F77820CF/[/IMG] Skybox looks nice. I'm thinking about combining some l4d maps by the safehouses, would there be a way to do this?[/QUOTE] It pulls off the illusion of depth very nicely.
That looks [b]AWESOME[/b]. I suck so bad at skyboxes. I AM ENVIOUS.
Please note, I didn't make this sky-box from scratch, I used things from l4d.
So it's copied from a L4D map?
[QUOTE=sirdownloadsalot;33809423]So it's copied from a L4D map?[/QUOTE] Not completely, I just used objects from a l4d map to create it.
Mother of god, how did you... I thought you said you were freaking basic.
Not laughing anymore, huh. :v:
That skybox is fucking amazing.
Very nice, I would love to see more pictures! And I do own a 36 slot ZombieRP server, maybe I could give this map a shot once completed?
Sorry, you need to Log In to post a reply to this thread.