Digital Paint Discussion Board

Development => Mapping => Beta / In-Progress Maps => Topic started by: shockk on March 12, 2015, 10:44:36 AM

Title: New siege map: Pineapple Express
Post by: shockk on March 12, 2015, 10:44:36 AM
Hey guys, making an awesome new map for siege servers. If anyone has seen pineapple express, and loves it as much as me, they know the final raid on Ted Jones grow op. I'm building the grow op barn, and the whole setting is perfect for siege gameplay. A top barn above ground, and a lower level where the grow op and the flag will be.

https://www.youtube.com/watch?v=q3oiFuWlMvY
https://www.youtube.com/watch?v=-2HFfv9Lp_0
https://www.youtube.com/watch?v=ZWQLhruwcjM

Some movie clip links. The first two links are some scenes from the barn, the last of the three is a fight scene from the basement grow op.

I will post some pics very soon, I've been rewatching and taking pictures of the movie set as it shows up in each clip so I can make it as accurate as possible. There's the main way down the ladder to the grow op where the flag will be, and also a vent system that comes down to the basement from way outside near where the attacking team spawns. It's literally perfect for paintball2.

I need help though, I need to figure out how to add a car model, and a van model if possible. If not I'll have to make it by hand. Also the pot plants..I need to know if anyone has a model about the right size that looks somewhat similar.

I had posted in some other threads I started some of the questions I'm having so far with the making of this, but I thought I should start the official thread here.

I hope you guys end up enjoying this map as much as I am having making it, should be a great addition to the siege maplist.

Considering once you're in the base and downstairs where the flag is, you probably won't be able to get back up any other way than the main ladder. I'm probably gonna make the vents only a way in, not a way out. Unless you wanna make a human tower like in the movie lol. That said, the only guns on the map will be stingray vm68s and spyders, with steel chrome and brass barrels in that same order. I'm considering not even having the spyder and instead having the trracer. I don't think fast shooting guns are necessary here. Let me know what you think.
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 12, 2015, 11:04:05 AM
Some initial pics
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 12, 2015, 11:10:53 AM
more intial pics and a nice optical illusion haha
Title: Re: New siege map: Pineapple Express
Post by: mRokita on March 12, 2015, 03:26:26 PM
Hey, it looks intresting, contact me on IRC when it will be ready to play, i might put it on my siege server.
/edit: please, try to make it light- i don't want to lag on it :P
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 12, 2015, 03:42:36 PM
Hey html thanks for the reply.
What do you mean when you say make it light? Do you mean brightness or light in terms of detail?

 Looking in the top corner of each screenshot you can see my fps count; it's dropping sometimes to 50-70fps which is sort of low. I hoped once I made all the brushes 'detail' that would help, but no luck it's still pretty similar. Maybe that's because I'm only exporting with basic qbsp right now. The fps is not too bad though.
Title: Re: New siege map: Pineapple Express
Post by: mRokita on March 12, 2015, 03:44:01 PM
What do you mean when you say make it light? Do you mean brightness or light in terms of detail?
I mean 'lightweight' :D
Looking in the top corner of each screenshot you can see my fps count; it's dropping sometimes to 50-70fps which is sort of low. I hoped once I made all the brushes 'detail' that would help, but no luck it's still pretty similar. Maybe that's because I'm only exporting with basic qbsp right now. The fps is not too bad though.
Try to make some smaller rooms in that house, it should help. Fps drops when you see many entities.
Can you upload the map and give me a link [through a forum PM?], i'll test it on my PC.
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 12, 2015, 05:27:20 PM
Sure. I think the barn is the most complex area. All the wooden beams make for a lot of brushes in one section, but the downstairs area will have some smaller rooms and less brushes in general.

This is the .bsp in progress so far
Title: Re: New siege map: Pineapple Express
Post by: KURWAJAPIERDOLE on March 13, 2015, 04:56:33 PM
Very nice barn. I'm waiting for some better progress to tell more about it :P
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 13, 2015, 05:45:56 PM
Thanks Kurwa. I started very simply with the outer wooden walls... but as I progressed I realized all the beams and such should have been made first.. just like a real barn, to make everything look nice and line up. There's no shortcuts!

I'll keep working on it and update those pictures as I can.
Title: Re: New siege map: Pineapple Express
Post by: BASEBALLDUDE on March 14, 2015, 07:10:26 AM
Is this map suffering from a leak error? The lighting looks very uniform and plain.
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 14, 2015, 09:42:18 PM
This is only a qbsp export. I haven't added proper lighting yet. I'm actually having some trouble with night time lighting right now.. putting _sun_light at about 50 and its still pitch black... I'll have some external light sources but making a nice coloured sun for nighttime is a biggy still.
Title: Re: New siege map: Pineapple Express
Post by: Ace on March 14, 2015, 09:49:34 PM
You really can't do a nice nighttime sky. The suggestion I would have is to add enough light to make it dim, add an ambient light flag in the export to get the dark corners, and add more sources for light in the map itself.
Title: Re: New siege map: Pineapple Express
Post by: jitspoe on March 14, 2015, 09:58:26 PM
You really need to take line of sight into account in your map layout.  This map has almost nothing to block visibility, which is going to result in high r_speeds and poor rendering and network performance.
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 14, 2015, 10:34:02 PM
There will be a few things outside, mainly a long strip of high grass as you move closer to the barn up the hill from the attacking spawn, and a couple objects.
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 15, 2015, 12:20:58 AM
I put a large thin wall of grass on the way to the barn. Hoped this would block some of the visibility. I made it super thin and tall, but a mist brush so it could be walked through. When I loaded the map with qbsp, I stood directly at the wall with nothing else in my fov and my fps was 45 like I was outside looking at the entire barn. So I thought maybe mist brushes don't block the brushes vis behind it. So I made the tall grass brushes normal, took away the mist... and the exact same thing happened, 45 fps... does anyone know what's up?
Title: Re: New siege map: Pineapple Express
Post by: Ace on March 15, 2015, 12:36:20 AM
Glass (or any transparent texture) will not block vis.
Title: Re: New siege map: Pineapple Express
Post by: jitspoe on March 15, 2015, 02:44:08 AM
If you just run qbsp, this isn't going to vis the map.  You have to run the vis stage as well.
Title: Re: New siege map: Pineapple Express
Post by: shockk on March 15, 2015, 01:42:52 PM
ok
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 04, 2015, 11:59:11 PM
for a pretty dead forum at the moment other than bans, I just finally got back to putting in some work on my siege map, added some lights

also: need help, my models in final export are showing up as the white/grey diamonds (sk89q trees and shrooms, files are correct).. whats wrong?

this picture is real lighting, not a simple qbsp export lighting like the original pictures, its final export
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 05, 2015, 12:05:33 AM
this one is also a final export hence the excrementty vis, but I'm just trying to show the general models not appearing

 and also that terrible outside light was just a landmark to test it out.. I'll have some better lamps outside

question: if I make those long thin strips of grass a mist brush, will light shine through it?
Title: Re: New siege map: Pineapple Express
Post by: MON1TOR on May 05, 2015, 12:29:09 AM
I rly like your map. Can u post the newest version of it?
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 05, 2015, 12:45:24 AM
It really isn't close to being done at all. I'll be finished the outside and barn with the finishing lighting but the downstairs area is still uncreated. I can post the map file in the morning if you really want it though.
Title: Re: New siege map: Pineapple Express
Post by: MON1TOR on May 05, 2015, 02:47:37 AM
Thank you.
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 07, 2015, 06:54:30 PM
Sorry I will post it here soon
Title: Re: New siege map: Pineapple Express
Post by: MON1TOR on May 07, 2015, 10:57:33 PM
Okay
Title: Re: New siege map: Pineapple Express
Post by: FusSioN on May 08, 2015, 03:32:57 AM
I remember this scene from the movie. Good job!
Title: Re: New siege map: Pineapple Express
Post by: jitspoe on May 08, 2015, 08:37:23 PM
question: if I make those long thin strips of grass a mist brush, will light shine through it?
I don't think so.
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 09, 2015, 12:31:30 AM
Thanks fussion nobody seems to know it at all here! I'll do a good tribute to it.

And to jitspoe: do you know about how to make a car and van model, and also a similar small tree/bush model to replicate a marijuana plant for the basement grow op. I'm wondering if the car/van models are possible or whether I'll have to make them from scratch

And also any tips on why those models I tried to make (sk89q) and why they're only showing up as small grey/white diamonds in final export?
Title: Re: New siege map: Pineapple Express
Post by: xrichardx on May 09, 2015, 05:26:42 AM
Did you put the models into your paintball2/pball/models folder? AFAIK the small "diamonds" mean that paintball realized there should be a model but could not load the model file.
Title: Re: New siege map: Pineapple Express
Post by: Rockyar_96 on May 09, 2015, 06:00:48 AM
You can make a brush "penetrable" by light by setting 33%, and 66% transparency. Pretty sure with that
Title: Re: New siege map: Pineapple Express
Post by: BASEBALLDUDE on May 09, 2015, 06:50:22 AM
Thanks fussion nobody seems to know it at all here! I'll do a good tribute to it.

And to jitspoe: do you know about how to make a car and van model, and also a similar small tree/bush model to replicate a marijuana plant for the basement grow op. I'm wondering if the car/van models are possible or whether I'll have to make them from scratch

And also any tips on why those models I tried to make (sk89q) and why they're only showing up as small grey/white diamonds in final export?
sk89q has a good car model that I used for new_york. In order to have the actual model show up instead of the gray diamond, make sure the models are in the pball/models folder and that your func_model entity has "model" "models/name.md2" with "name" referring to the file name of the model and any additional folders in which it may be. For example, the car model in new_york has "model" "models/sk89q/w_sitters/car.md2".
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 09, 2015, 08:26:49 AM
Did you put the models into your paintball2/pball/models folder? AFAIK the small "diamonds" mean that paintball realized there should be a model but could not load the model file.

Richard, I believe my pathways are correct, maybe I didn't put a long enough of a pathway in the entity lines though I'll check it out

Thanks rockyar, I'll try that out
If I could avoid putting lamps outside the barn all over the place, when possible, I will try to. Referring specifically to the 2nd of 2 final export pics I uploaded only recently here
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 09, 2015, 08:29:13 AM
Baseball dude, I have seen the car on your map, that's probably a perfect model to implicate. I'm wondering whether there's additional entity lines to fill in past "model" "model pathway"? Considering you have the car model and the overlaying picture of the car that has to somehow be added onto it?

Edit: what about a van model though? Am I shooting too far here?

I might just make the van model brush by brush and it should have a trunk door open and a side door, might make in enter-able for defending players.

I appreciate all the help everyone
Title: Re: New siege map: Pineapple Express
Post by: BASEBALLDUDE on May 09, 2015, 08:32:46 AM
Baseball dude, I have seen the car on your map, that's probably a perfect model to implicate. I'm wondering whether there's additional entity lines to fill in past "model" "model pathway"? Considering you have the car model and the overlaying picture of the car that has to somehow be added onto it?
You've gotta create clip brushes that mimic how the model looks. The only other useful thing there is "angles" "pitch roll yaw" which determines the position the car is facing. But the model itself is not solid.
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 09, 2015, 12:04:34 PM
So the car model appears as is, when implicated, but you can walk through it without adding the adding brushes to make it solid?
Title: Re: New siege map: Pineapple Express
Post by: BASEBALLDUDE on May 09, 2015, 03:59:18 PM
So the car model appears as is, when implicated, but you can walk through it without adding the adding brushes to make it solid?
Yes, and unless you apply the corpse property to the clip brushes, you will be able to shoot right through the car.
Title: Re: New siege map: Pineapple Express
Post by: jitspoe on May 09, 2015, 09:35:46 PM
You can make a brush "penetrable" by light by setting 33%, and 66% transparency. Pretty sure with that
But then they won't block vis, which I think is why he added the bushes to begin with.
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 10, 2015, 09:43:57 AM
Baseball dude, thanks for explaining that I'll give the car a go.

And jitspoe, that is why I added them, but they seem to not block via anyway. As completely solid objects, I can walk directly up to one and stare at it, only, and still get the same 40-50 fps as looking right at the barn. I would expect only seeing this grass brush, blocking vis to the barn, would bring me up to 200-300 fps atleast so idk

edit: I'm unable to add the bsp file, says it takes too long to upload or something or is too large, but the file is only 2500 kb
Title: Re: New siege map: Pineapple Express
Post by: jitspoe on May 10, 2015, 07:39:01 PM
Try zipping it before uploading.

As for the vis blocking you can type "gl_showtris 1" to see what's actually being rendered.  You may need to use hint brushes to make the bushes effectively block vis.
Title: Re: New siege map: Pineapple Express
Post by: shockk on May 10, 2015, 10:21:11 PM
Thanks for the help, I appreciate it I'll work on these tomorrow and get back
Title: Re: New siege map: Pineapple Express
Post by: shockk on August 12, 2015, 11:34:21 PM
This is the latest bsp as far as I've gotten
Title: Re: New siege map: Pineapple Express
Post by: MON1TOR on August 14, 2015, 11:12:48 AM
Yay u active
Title: Re: New siege map: Pineapple Express
Post by: shockk on August 15, 2015, 07:15:34 PM
Yeah I'm putting more work into it slowly as I find more time

and darn you have as many posts as me and I've been registered since 07
Title: Re: New siege map: Pineapple Express
Post by: shockk on October 04, 2015, 01:47:12 AM
question, if I'm standing outside looking towards the barn, gl_showtris 1 shows a lot of brushes being rendered. It's basically everything, stuff inside the barn, AND even in the downstairs of the barn

what can I do to stop all these brushes from being rendered? I feel like theres some surface property I'm missing. Can I make everything a hint brush? does that work? what about making many things detail brushes?
Title: Re: New siege map: Pineapple Express
Post by: shockk on October 06, 2015, 01:15:04 AM
I started creating the basement of the barn. What you see in the picture is a walkway surrounding the perimeter of the basement, and the center portion which is currently a leak, will be a lower floor level where the grow op is. There will also be a few rooms in the very bottom and this is where the flag will be (in the room where they were kept them prisoner if you've seen the movie).

Technically there will only be 2 ways in and out of the basement here. The ladder from the barn at ground level, and the ventilation system which leads outside near the attackers spawn.

Lastly, I still am in need of a small plant model to replicate the marijuana plants, and a van model if possible. I have a car in the works already but I'd like both if there is one available.

Thanks
Title: Re: New siege map: Pineapple Express
Post by: flamer on October 06, 2015, 03:04:21 PM
o boi
Title: Re: New siege map: Pineapple Express
Post by: jitspoe on April 13, 2019, 03:03:10 AM
Finally got around to checking the latest version out.  The barn looks really cool.  There are a couple reasons why you're struggling to get this to perform and light correctly.

1) There are holes in the map (leaks).  It will not vis or light correctly with those present, so ALL geometry (even stuff outside of the map) will always be visible.  You can fall through the ground in the tunnels and such.  Make sure your map is sealed and keep an eye out for the "leaked" message when compiling.
2) Lots of gaps and such prevent any area from being invisible to other areas.  For example, there is a gap between the roof and the wall, so pretty much everything on the inside is going to be visible from the outside and vice versa.  Cracks in the wall and such will also cause problems.  Try to make everything as sealed as possible and consider what is going to be visible from each location.  Many maps employ giant "vis blockers" -- walls that completely block line of sight from one area to another.  Quake-based engines are much better suited to corridors and rooms.  Try to design your maps like this, but give the illusion of outdoor areas, if that makes sense.

Not sure if you'll ever pick this up again, but another good idea is to name your map files so they don't get confused with the final version.  Like "mymap_beta1.bsp".