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Post by khallal on Oct 4, 2009 18:14:22 GMT
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Post by blackheartiii on Oct 4, 2009 18:42:17 GMT
Nifty, will be interesting to see something this early stage develop. Oh and one more thing, mind resizing the future photos (just toss them into paint and crop them a bit, if you don't want to that's fine just a mild annoyance.
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Post by khallal on Oct 4, 2009 19:01:07 GMT
Will do And thanks cause you think it is interesting... The hard part about it is the big amount of texture "playing".
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Post by teshok on Oct 5, 2009 1:35:27 GMT
looks good so far. You should try adding some more detail though i.e a gutter or ditch along the road, and the bollards would look better as a prop same with the boom gate.
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Post by khallal on Oct 12, 2009 18:43:30 GMT
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Post by khallal on Nov 24, 2009 15:13:21 GMT
Hello people, I had some free time now and I started to work again on the map. What I focused on was mainly the second bomb site which is mostly done in the inside. I will write a small text to each screen shot. The text will be placed under the screenshot. This is the outside of the bomb site which can be B or A, I do not care really. As long it's bomb sites. The building is a "computer" storage that has a lot of storage of important information and other stuff. If destroyed lot of research will vanish. This is inside the building first floor. The "boxy" thing you see is the machine which makes the ventilations to work. It isn't completely finished, need to add more detailed brushwork to it but its doing good. The first floor mainly contain this so far. This is the stairs to second floor where the bomb site is. This is a hallway of the second floor, after looking at the screenshot I started wonder about the hight and I don't have the fixed hight in this picture since the Ventilations are higher up now. The stuff to the sides are the "information" holders. This is the bomb site. As you see this is mainly computers that is used for checking information. adding information etc. It is the main control system. That's why its good to blow up. Place a bomb there and you will be sure all information vanishes. This picture just shows that I added a extra window which should make it possible to stand there and shoot people who tries to enter the second bomb site or a faster way to get there. This picture shows a floor of the big building. It also shows a window. The doors shouldn't be able to be opened. I will add sound that it says its locked when i am done with all things. Not a priority. This picture shows the floor where the counter terrorist spawns. The door is locked as well. This is the hatchet where they came from. I will add a helicopter at the roof on the big building later. Up there is a lot of paper and other stuff, They shouldn't be able to get up there so it wont be a main concern. But this papers etc that exist up there are the reason the small white building to the big building are a bomb site. There are important information that hasn't been added to computers yet. This is the opened room where some CT can spawn inside. As you see my small detailed model is placed here. Might add a window but then CT's will get an advantage from their spawn. So it is just a consideration. The T's spawn. They spawn in the parking building. The power is turned off so they can not achieve higher levels of the parking house. The blast that brought them inside turned the power off. This is just a detailed picture of how they got inside from the parking house also a little use of my displacement, Does look realistic enough through my mind. Will just be messy if it has to much. This is the lift/load place to the bottom floor of the big building. I will make a storage place down there. It will be information that has already been inserted inside the computers and are waiting to be recycled. The stair at the bottom floor.
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Post by dafatcat on Nov 24, 2009 18:51:31 GMT
No offense, but it looks pretty blocky and lacks detail, and you should probably put a bit more work into the areas covered in nodraw before posting them.
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Post by khallal on Nov 24, 2009 20:19:50 GMT
The blocky part i understand... But the nodraw textures is something i work from beginning. I have checked out some pro maps etc you get when you buy the game source. they end up with no draw on spots that isn't visible for players eye. I will use the same technique . And the buildings are kinda squary correct. But i might add some more stuff for example. Pins/things that sticks out later. That isn't a high concern right know. My main concerns are to fix the buildings into shape so i just need to add detail inside them. Outside is something you can complete in a hour or so cause you got more stuff to focus on. And i have lot of windows to make breakable etc .
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Post by 3kliksphilip on Nov 24, 2009 22:06:19 GMT
It doesn't hurt much to set the floor's texture to grass, just to make the screenshots easier to look at. Set the lightmap scale higher if you're worried it'll take a while to compile. Also, you seem to have a lot of empty area with bits of detail popping up in between the empty bits. I don't see how you can test your de map's layout that way.
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Post by khallal on Nov 25, 2009 6:59:20 GMT
Well, i haven't focused on those grounds yet ^^
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Post by john88z on Nov 26, 2009 3:32:23 GMT
You should cut out some of those lab props you have in there. It looks way to cluttered. Retexture your stairs. You have a wood stair face and a stone side texture. Redo that triangle roof. It looks bad and unrealistic (how many buildings do you see look like that?)
Id like to see it finshed but it needs some improvements. Also a note on nodraw. Nodraw should only be used on areas the player cannot see, ie roofs, unreacheable areas where line of site is blocked, how ever any block facing the void or any brush with a face fully covered by another brush will be automatically turned into nodraw, so its redundant to texture everthing nodraw then go back and retexture, since (if its organized) 85% of the brushed you want nodrawed, will be automatically turned into nodraw.
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Post by Zeph on Nov 28, 2009 12:52:13 GMT
Little Tippette with textureing:
When building a map, use the Dev textures, like the measure ones. Grey for horizontal (floors, ceilings) and orange for walls. When you come to texture a room, first select the brush, make it all "NoDraw", and then only texture the surfaces/faces you can see.
The dev textures make it easier to see what you're trying to do, and helps with measurements.
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Post by Xenomorph on Mar 12, 2010 21:46:21 GMT
I kinda work the way around hehe I let the textures decide where i put walls but im kinda different tho. I like to put stuff on its final place right away so i won't stumble upon any surprises if i texture stuff. Thats just my way tho and my maps are just off the grid aint that right Zeph? Sometimes if you want stuff to look good / realistic you have to let go of hammers ideals. Hell, if ur going to xtreme with that ull get funky brushes or stuff not showing up (water) anyways. The hole in the wall looks nice tho, you gotto aggree on that one. I do wonder if this overloadof props = detailed stuff wont cause alot of lag ingame? Good luck on the maping!
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Post by khallal on Apr 14, 2010 21:47:40 GMT
It has been a long time since i last updated, since im tired i just took some few shots of what i have done in the passed month more then studdy. img138.imageshack.us/gal.php?g=hammer2010041423033207.jpghttp://img138.imageshack.us/gal.php?g=hammer2010041423033207.jpg I am to lazy to put each picture up now. it is 11:46 pm here. Hope you like the upgrade.
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Post by antonio12332 on Apr 16, 2010 0:34:40 GMT
This looks really interesting, I'm looking forward to how it looks in-game.
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