Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: RiMiNi on December 07, 2008, 02:26:10 PM
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Newmap the Villa. Had a few compiling issues with it but it sorted itself out ??? lol. Hope You Like!
Things To Fix:
-Misaligned Blue Barrel Top
-Add Lighting in Mid Pink Building
-Get White-Flag Working
-Bad Field --> minbuild - 20
ss [not updated from _b1] :
(http://img19.picoodle.com/img/img19/3/12/7/t_sshot077m_ab200aa.jpg) (http://www.picoodle.com/view.php?img=/3/12/7/f_sshot077m_ab200aa.jpg&srv=img19)
(http://img19.picoodle.com/img/img19/3/12/7/t_sshot078m_9697fbf.jpg) (http://www.picoodle.com/view.php?img=/3/12/7/f_sshot078m_9697fbf.jpg&srv=img19)
(http://img19.picoodle.com/img/img19/3/12/7/t_sshot079m_141ded0.jpg) (http://www.picoodle.com/view.php?img=/3/12/7/f_sshot079m_141ded0.jpg&srv=img19)
(http://img19.picoodle.com/img/img19/3/12/7/t_sshot080m_bc48947.jpg) (http://www.picoodle.com/view.php?img=/3/12/7/f_sshot080m_bc48947.jpg&srv=img19)
Beta 1: http://www.megaupload.com/?d=GTEIIKBE
Beta 2: http://rapidshare.com/files/173761940/villa_b2.zip.html
Beta 3:
http://www.zshare.net/download/5298231851c06467/
http://www.megaupload.com/?d=3R8DEMG6
Beta 4:
http://www.zshare.net/download/5303531582d0efe1/
http://www.megaupload.com/?d=KE6VO3D8
Beta 5:
Mirror 1 - http://www.zshare.net/download/53962490844a678a/
Mirror 2 - http://www.megaupload.com/?d=5W9X8JW3
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Neat idea, probably my favourite of the maps released of late.
Couple of issues (not including those you already mentioned):
- What actually ARE the blocks that make up the mid of the map? Are they meant to be buildings? If so, why don't they have any windows or doors?
- The ceiling of the level is a few feet above the top of the 'buildings', making the VIS very odd. On the whole r_speeds are good, but they would probably be a lot better if you just lowered the sky/raised the 'buildings' so the level was properly sealed. It'd probably light quicker too.
- As you can see on the 4th screenshot, the buildings at the furthest top left and bottom right are detatched from its neighbour - possibly misaligned brush?
- Clipping the trellis so you cant double onto it kind of sucks.
- Some texture choices are a bit weird, like having external tiles show on the underside of a roof.
Other than that, pretty good. I'd like to see some other cool stuff, maybe hanging baskets and that? Either way, good job.
- Dag
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1. - What actually ARE the blocks that make up the mid of the map? Are they meant to be buildings? If so, why don't they have any windows or doors?
2. - The ceiling of the level is a few feet above the top of the 'buildings', making the VIS very odd. On the whole r_speeds are good, but they would probably be a lot better if you just lowered the sky/raised the 'buildings' so the level was properly sealed. It'd probably light quicker too.
3. - As you can see on the 4th screenshot, the buildings at the furthest top left and bottom right are detatched from its neighbour - possibly misaligned brush?
4. - Clipping the trellis so you cant double onto it kind of sucks.
5. - Some texture choices are a bit weird, like having external tiles show on the underside of a roof.
1. They are buildings. I will get to putting some windows and doors on. :)
2. Easy fix
3. No that was purposely left with a space. Mainly for the purpose of being able to shoot down there, if you wanna lol
4. When I lower the sky/raise the buildings I'll reconsider that. I just didnt like that when on the roof you could see right across the map, but ceiling change would fix that
5. That'll be fixed. Any other examples of odd texture choices?
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Well, I'm of the opinion that the textures of a map should fit the theme and atmosphere at the utmost- for the most part villa_b1 does this well (thanks to all the mediterranean textures in the CTP), but there are a number of buildings that have pretty unlikely brick textures, including the very high wall that goes round the outside of the map. Basically all the surfaces with the yellowy bricks or the large sandstone grit or marble bricks don't really fit the theme of the map, in my opinion.
If I making this map, I'd spend some time looking for and making textures that fit the style. Look at photos like:
(http://i.pbase.com/u49/swmoorey/large/34862403.UploadSpanishStreet.jpg)
or something like that. Just a suggestion anyway, thats how I might go about it.
- Dag
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What is with the rush of maps released on sunday evenings? I suppose people have been working over the weekends and want to get a release out the door...
Anywho, it looks awesome. I really like the uses of the CTP, but I have to agree with what Dagless said about the "buildings", they are all currently squareish so you might want to change that when you add the doors in. Other than that, looks great :D
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:( i can't see your pic dag
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:( i can't see your pic dag
http://i.pbase.com/u49/swmoorey/large/34862403.UploadSpanishStreet.jpg
Like he says, the walls/"buildings" lack any features. Putting a rim on the walls would be a good start.
Unibonger made a map similar to this, but I can't seem to find it.
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Looks good.
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http://i.pbase.com/u49/swmoorey/large/34862403.UploadSpanishStreet.jpg
Like he says, the walls/"buildings" lack any features. Putting a rim on the walls would be a good start.
Unibonger made a map similar to this, but I can't seem to find it.
rofl. i get a forbidden "error" come up :x
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yeah me too occasionally, a bit weird - probably on account of my naughty hotlinking. Perhaps if you refresh a bit?
Anyways, the picture isn't that important, I'm sure you get the gist of it - some nice mediterranean windows and doors, shutters and small balconies.
It just occured to me that there is a counterstrike map that might help:
(http://images-cdn01.associatedcontent.com/image/A1005/100556/300_100556.jpg)
You could acheive the metal balconies (which would look neat IMO) with some pretty basic alpha masked textures.
- Dag
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rofl. i get a forbidden "error" come up :x
Put a ? in the end of the url :P
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good call laged :]
ok thanks dag. i will start working on that :D
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3rd screenshot barrel has a misaligned texture for the top of the barrel :D looks like toy didn't lock it.
great map from the screenies - I'll jump onto my main computer and play it!
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Hence the "things to fix" in my first post..
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j'taime
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http://images.google.com/images?q=tuscan+architecture
http://images.google.com/images?q=tuscan+texture
http://images.google.com/images?q=villa+aerial+view
http://images.google.com/images?q=faux+tuscan+texture
http://images.google.com/images?q=italian+villa
http://images.google.com/images?q=mexican+villa
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Possible textures:
edit: added the balcony.tga texture I created for your map
edit2: wow, Dag chimed in with similar crits, guess I should have read first.
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nice map for looking at the screen shots i like so far, keep working and doing a good job.
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+1 for y00tz's additions
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y00tz, I <3 U.
- Dag
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y00tz. thats amazing i really appreciate you taking the time to do that! :)
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Lack luster effort. I expected more from you. A great foundation, work on it.
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Nice idea :), but I can't jump on the roof of the villa :( :P
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Prolly coz a celling is too low or some clip- brushes ;) or you can“t double jump?xD
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Heres b2: http://rapidshare.com/files/173761940/villa_b2.zip.html
Quite a lot changed, havent got screenies yet but i will tomorow probably. Remeber to put in the textures y00tz so kindly gave me, they look great. :)
the clipping was taken off the roof :D
A few suggestions of y00tz were not put in yet, like the roof over the trellis.
-The White Flag that is supposed to be in the middle building (with the 2 white barrels and white/gray checkered pad) still isnt working ???
There is in bsp a flag entity with "teamnumber" "0" and "count" ".4" but when i compile it, it just isnt there :-/
Knock yourselves out!
-RiMiNi
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What an improvement! You've done really well with y00tz's textures, I'm impressed.
The only few things I can think of commenting on yet without playtesting are:
- The tunnel looks much better, but I'd suggest you don't try and do the red brick arch stones with brushes, it's too hard to make look convincing. If I were doing it, I would try making a texture which fits the arch and brickwork exactly, but simply hollow the inside of the arch out (so it doesn't matter what the texture looks like in this area). This is kind of hard to describe, so here's a diagram:
(http://www.jimhung.co.uk/misc/images/texture_demo_rimini.jpg)
The pink section isn't seen as the empty space in the arch itself means there isn't any brush there to show that part of the texture. You need to apply the arch texture to the outward faces of each brush which makes up the arch. This way you can get a much more uniform and better looking result. Just make sure it tiles with the texture applied to the wall the arch is set into!
- The building I mentioned last time which was a small distance away from the others doesn't have a door.
- The barrels are huge, even more than normal DP maps! I'd prefer there to be no barrels at all - I'm sure you could think up some clever alternative. You've already used some of sk89q's trees, maybe some of these could go in the place of all these out-of-place barrels? I suppose they do give an instant visual cue as to which base you're near though.
Thats about it - I'm not sure what your problem with the middle flag is, I thought it might be that you didn't have a leading 0 on your value key (i.e. 0.4) but I edited the ents and tried it out and there was no change. Are you sure the entity marker is above ground all the way?
Good work!
- Dag
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nice illustration...
+1000
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I like it a lot RiMiNi, I need your rscripts for the alpha parts on the models though.
Oh, and be sure to submit to here when you're done: http://maps.digitalpaint.therisenrealm.com/, too few people are taking advantage of that site.
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*sigh, dag i would whip up a texture but my harddrive is full and i cant open photoshop.. :-/ i've already deleted almost everything that isnt important, if someone could do that it would be very helpful :)
-adding a door is an easy fix
-as for the barrels I could probably replace them with a plant in a pot or something like y00tz suggested before
-fix white-flag
-fix archway
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Looks really good, but, for me atleast, The lily's have a black bg to them. So does the tree. Is that because we need your rscripts?
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sk89q released an updated r_script shortly after releasing his vegetation pack: http://dplogin.com/forums/index.php?topic=14241.0 - download the pack again and replace the r_scripts.
- Dag
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i fixed all those things. i just encountered one problem with fixing the archway with dag's idea. When I make my texture (.tga) when i put it in the game the background still shows up black :-/ anyone fix that ? :P
i had the same problem with other .tga's i had.. so i didnt use them, otherwise there would have been some diversity between the doors and windows instead of them all being the same.
Archway .tga Attached
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I've fixed the tga for you, should work properly now.
You have to make sure to sort out the alpha channel of the tga too - this is what the old arch was missing! White areas denote part of the mask that will be seen, Black is what will be invisible. The scale from black (0%) to white (100%) tells how transparent any given pixel of the texture should be.
If you use the magic wand tool in PS to select the blank areas that you want to be invisible, then select the alpha channel in the channel selector box, then select the 'selection' tool, right click in the selected area and click fill, then pick either black or white, it should be a straightforward task.
Anyway, I've done that for you and attached it below, good luck man!
- Dag
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Thanks Dag!
Everything that has been brought up so far has been fixed.
- I changed the large barrels to potted plants
- I left a few barrels at each base as colour indicators, the barrels were resized into cute little things : ]
Heres beta 3! :D
http://www.zshare.net/download/5298231851c06467/
http://www.megaupload.com/?d=3R8DEMG6
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Hey RiMiNi,
Really impressed with your progess on this map, it's coming along really nicely!
Couple of things:
- When you use alpha textures like decals (such as the arch), make the brush mist so people don't get caught on them.
- Also, as you only really want to be able to see one face of the alpha-textured brush, make the other 5 sides 'no-draw' by checking the flag box in the surfaces menu. That way you wont have little messy bits visible on the sides where you've tried to align the texture so its practically invisible!). I used to do that all the time till I cottoned on. From memory I'm not sure if this causes Mixed Face Contents errors though, if it does then you can always make a tiny blank construction tga that is totally transparent, and apply that to the other 5 sides. If you want to try that instead, just ask and I'll post mine on here for you to try.
- you got the flags working! what was up with the flag in the end then?
- there's a missing arch texture on the blue base side.
- I love the new plantpots, so much nicer than barrels! Now there is the issue of thinking up some way to communicate what base you're nearest to quickly, visually. Perhaps like old fashioned hanging signs from some of the buildings or something?
Good luck!
Dag
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Just a misaligned texture, you probably already know about it but whatever =P
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Why its doing this bad textures on the wall?
http://screenshot.cz/VY2P/ (http://screenshot.cz/VY2P/)
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If you want to link to an image, make sure the image is on the world wide (according to Al Gore) internet so that we may all see it.
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Couple of things:
- When you use alpha textures like decals (such as the arch), make the brush mist so people don't get caught on them.
- Also, as you only really want to be able to see one face of the alpha-textured brush, make the other 5 sides 'no-draw' by checking the flag box in the surfaces menu. That way you wont have little messy bits visible on the sides where you've tried to align the texture so its practically invisible!). I used to do that all the time till I cottoned on. From memory I'm not sure if this causes Mixed Face Contents errors though, if it does then you can always make a tiny blank construction tga that is totally transparent, and apply that to the other 5 sides. If you want to try that instead, just ask and I'll post mine on here for you to try.
- you got the flags working! what was up with the flag in the end then? ------ problem was that i didnt have a gamemode applied to it.. which is odd because other maps that i've used a white flag i didn't have a gamemode set to it and yet they still showed up :-/ w/e they are working now :P all that matters
- there's a missing arch texture on the blue base side.
- I love the new plantpots, so much nicer than barrels! Now there is the issue of thinking up some way to communicate what base you're nearest to quickly, visually. Perhaps like old fashioned hanging signs from some of the buildings or something?
Heeere's _b4!
http://www.megaupload.com/?d=KE6VO3D8
http://www.zshare.net/download/5303531582d0efe1/
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*beta4 bump
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The new color indicator signs are way too small for my liking, maybe a bit thicker.
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Why its doing different textures on the wall, but not the right?
To see it look here: http://screenshot.cz/I2LW/ (http://screenshot.cz/I2LW/)
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uhm? did you download the textures correctly?
some of those other textures should be ctp1, so if you downloaded that wrong or something .. ???
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I downloaded them correctly, Im sure...
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The new color indicator signs are way too small for my liking, maybe a bit thicker.
thicker looks funny becuase the sides are 'no-draw'..
and texture doesnt fit when you apply it to the side. Anyone else feel this is a problem?
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Since there are no apparent objections to the 'sign problem' and any other mistakes that have been pointed out, I've decided to go ahead and release this since I'm done working on it.
Thanks to all for help, and y00tz for those textures and all the ideas to make this map more realistic. :)
and if this could be moved to the Completed Maps child-board that would be great! :D
-riMiNi
BETA 5: --
Mirror 1 - http://www.zshare.net/download/53962490844a678a/
Mirror 2 - http://www.megaupload.com/?d=5W9X8JW3
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Nice work. Sorry I didn't get around to checking this sooner. There are a few things you should really fix before making this final, though.
#1 - All models referenced in the map should use .md2 extension, not .skm. Even though it uses skm models, if you use .skm, it will just download the skm file but not the .skp file, then it will crash because it has no pose file. In short, nobody will be able to download your map off of the game servers if they don't already have the models.
#2 - The "requiredfiles" field should have the scripts files in there, as those won't download automatically. The skm/skp files will if you set the func_models up correctly (see above).
#3 - High resolution textures should be put in the hr4 directory, and you should have low-res versions in the main directory. Looks like you did this correctly with a couple files, but most of the textures are high-res straight up then scaled down in the editor. This is bad for a couple reasons. Scaling textures down increases the lightmap resolution and the amount polygons get chopped up (and thus decreases performance), and players who don't have systems that can handle high-res textures are forced to use them.
Also, try to get rid of all those stupid thumbs.db files before packaging the map (Pet peeve of mine. I hate useless junk cluttering up directories).
Have you done any play testing with this? I'd hate to see a decent looking map never gain popularity because of gameplay issues. I've uploaded it to the beta server, but you should really fix the model entities, or it will crash everybody who tries to download it.
I've also attached a demo with some other suggestions for revisions.