Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: y00tz on January 17, 2008, 04:06:20 PM
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After about 30 hours of my limited free time was spent on concepts and textures I've finally started mapping.
This is the bank, between the two lights on the right side there will be a sign to indicate that, and as you can see I'm trying out various windows/awnings.
I've been working pretty hard on this so hopefully I'll have something nice to release :)
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Looking sweet so far. Please don't take another month to do an update then abandon it forever. I want to see this realeased!
~MT
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Please don't take another month to do an update then abandon it forever.
~MT
You do realize, I have never abandoned a single project, yes? I merely work full-time, attend class 18 hours a week, and manage to hang on to a girlfriend on top of everything else.
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Attend class 18 hours a week, and manage to hang on to a girlfriend on top of everything else.
I hear that. Women arn't easy to keep happy.
~MT
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y_sofice? :P that was abandoned :P
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y_sofice? :P that was abandoned :P
Thought that one was finished.
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Thought that one was finished.
Oh wow never knew.
Zorch just thought of this because of those posts but what ever happened to abandon.
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Its on my dead laptop hard drive. I can't get to it. :'(
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That sucks but you could always download it from the thread you made about it and convert it with qbsp.
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There is a model in it.
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Wow it looks very nice y00tz!! I can't wait
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I'm still undecided on the awnings. No textures are final btw, this is just tweaking geom.
I modeled the awnings to look the way I wanted, but that takes away from the point of them in the first place (other than aesthetics) they provide for jumping and cover for those jumping...
edit - 3rd pic, doesn't look too bad from the warehouse across the street.
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omg the scrn shots looks awsome!
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You may want to consider how huge that ladder is.
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This map is really sexy. Can't wait for the beta...
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Thought I'd try something new... I like it, but I want to make the ray texture match up with the windows, and make it a bit more transparent.
(the map is set at night, and this is the view from inside the dark warehouse)
Bump/edit: Anyone have details on how to add env-mapping via rscripts?
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Bump/edit: Anyone have details on how to add env-mapping via rscripts?
scriptname
{
subdivide <size>
vertexwarp <speed> <distance> <smoothness>
width <pixels>
height <pixels>
safe
{
map <texturename>
scroll <xtype> <xspeed> <ytype> <yspeed>
scale <xtype> <xspeed> <ytype> <yspeed>
blendfunc <source> <dest>
alphashift <speed> <min> <max>
anim <delay> <tex1> <tex2> <tex3> ... end
envmap
alphamask
}
}
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D'oh, got it working right after I posted, I think I need to fix something though, that texture is too big now.. although, you can see the bank reflected :)
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Hmm, fake light rays don't look as good as I thought they would, but the touch on the glass is great. Never knew envmap+translucency would be so sexy. :D Are you using an additional picture of the bank to use as a texture though (meaning it's not dynamic)?
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Are you using an additional picture of the bank to use as a texture though (meaning it's not dynamic)?
Yeah :( I wish we had dynamic env maps.
Figured out the size problem, my envmap and the texture I'm mapping it to are not the same size, thus the texture stretches to fit the env layer...
I'll give the sun beams a bit more tweaking (and maybe use a particle look) before I toss them out :P
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I suppose what makes sun beams look so nice in the newer games is the bloom :/
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You're making DP look somewhat easy on the eyes y00tz. Keep it up :)
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Coming a long a bit more...
Next though is the coffee shop, set at night, with an outdoor patio :-\
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Image 1: All wired up...
Image 2: Hmm, then why is the light still off?
Image 3: D'oh!
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y00tz how big is that building? We won't be running around it like mice will we -.-
It looks gorgeous btw :D
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There's one irk I have with those screenshots. There doesn't seem to be any small/thin brushes, so it looks like the building were built out of large prefab lego bricks. :/ Really, it's the windows on the bank that look really thick.
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Really, it's the windows on the bank that look really thick.
Indeed, I was going to make bay windows, but decided to change from a white, to a desaturated green, so I left them be for now.
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Do those light switches work in game?
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Don't think so.
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Not possible, as of right now.
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Don't put light switches in if they don't work. That's like rubbing in the fact that DP doesn't support them.
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<3
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this map is as some may say.. BALLIN'!
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Yeah, well those 'some' need to seek help from a mental health clinic.
I prefer the term 'unbelievablyamazazonginglycrazylisciouslysmhecksi'.
Roar.
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I don't feel the buildings are out of scale. You have to remember, the windows on the bank are high because the bank is on a foundation, if you were inside the bank the windows would be normal size. The warehouse windows are intended to be above the players head, in fact the roof will be taller and the windows higher. A lot of warehouses have higher windows to prevent theft.
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Looking better, but why are the awnings so thick? You should make them as thin as possible. They're just cloth/thin plastic. Either 1 unit thick, or do some clever stuff with nodraw to make them have no volume. The windows look better, but I think you should make them flush (build the wall brushes around them) or possibly inset them. Being flush with the wall will have the lowest polygon count. Also, shutters are generally right next to the window (so you can shut them to protect the glass). I'd also suggest making that a restaurant. I don't think I've seen a bank in that style. Usually banks are much fancier with marble, engraved stone, large columns, etc. Like this: http://www.thcphotography.com/photos/Girard_Trust_Bank_FULL.jpg
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Don't forget to put small bank in also!!!
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@j: The bank is modeled off a bank my dad used to own in a small town, but hell it'd make a better law firm or whatever anyway.
I haven't quit on this, sorry for no updates, I've been working on tweaking/creating the custom stuff.
For example, the pedestrian crosswalk sign:
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Wow nice one. I love that paintball sign :D
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The paintball sign looks good but I would thicken the strap on his mask. (It looks like its being held on by a rubber band)
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Thanks for feedback on the buildings, for now I just thought I'd get some higher-res shots up so you can see the tweaks to the shutters/awnings/windows, as well as the warehouse. All textures, even proportions are not final, so save the superfluous comments for now. For example, the cement and window textures are not final, also the dimensions of the warehouse are subject to change for sure...
Thanks.
(Purpose of feedback here would be comments about the awnings/complex in general)
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Textures need more contrast. It's going along the way of CTP. On the crate, for example, the lines are really faint and have no depth (and the crate is practically one color). As for the other textures, I can't really pinpoint why I am not fond of them (like as in CTP). I guess I could say, that from such a distance away, it looks like the texture practically has only one color and no texture to it. This could possibly be because of the contrast. (However, the texture for the awnings is good.)
For example, look at these crates:
http://www.garagegames.com/blogs/45734/10135
It even has built-in shadows.
The color of your crates is a little too reddish in my opinion too.
As for lighting, I think you need more contrast there too (darker vs. lighter places). It is nearly full-bright, so I think you might need to lower sun ambiance a little and use "artificial" lighting more.
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Gah, did you read my remark regarding textures? :)
The crates are red because I'm using a trick technique in lighting some of the red colored brushes near it (brick walls in the warehouse) which I'll correct when it gets closer to a beta. The crates you use in your examples, do have built in shadows, I think that's not a good thing, they completely lose all depth the second you get along side of them, and when a face is lit, you still see a bad, unrealistic shadow. Without bump mapping it would be impossible to get the illusion I want for the crates, other than modeling them all out, which is looking like a good option at the moment.
I admit, the CTP is pretty much in need of re-texturing, when I started the CTP I knew nothing about making game textures, and within a few weeks I was merely taking photosourced images and touching them off by offsetting and cloning, which makes me laugh now, no wonder they're all so bad!
edit: here's the brick style in mind for the warehouse
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I didn't. :/
Those two screenshots look better. The pole is a little too fat though, and the sidewalk looks a little too tall.
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..and the walk through door opening to the warehouse is a wee bit thick.
But cudos y-man, looking great.
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It looks sort of like a cartoon to me. Although this is much better than most DP maps. =]
Keep going y00tz.
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I didn't. :/
Those two screenshots look better. The pole is a little too fat though, and the sidewalk looks a little too tall.
Sidewalk is 16px, a player step.. what do you think about 8? And I just copied the pole from the other corners, yeah it needs to be thinned out.
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8, I think, would be much better.
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Sidewalk is 16px, a player step.. what do you think about 8? And I just copied the pole from the other corners, yeah it needs to be thinned out.
8 sounds better but I do really like this map. It looks great and should be an interesting map to play in too.
Edit: Knack beat me by 45 seconds
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I'll make sure these screenshots are passed along to eR33t's resident awning expert. (seriously...)
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er33t has an owning expert, and an awning expert?
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It's basically the same person.
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Granted, yet I'm still very intrigued.
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Digi's dad sells awnings I think.
I think it's really looking great y00tz. Just a few suggestions/ideas
- Like other have said reduce the sidewalk height to 8
- The awnings look good but I think they're a little too high above the window. Heres some pictures showing how you could possibly change the look
- http://www.mhz.de/uploads/pics/mhz_fenstermarkisen_akzent3_03.jpg
- http://www.screen-house.com/images/FG_Images/Matrix_Images/FWA4700_250h.jpg
- http://www.commercialmetalawning.com/images/home_images/window.jpg
- http://www.hudsonawning.com/images/frog2.jpg
- The texture that you're using for the... jk I read what you said
It's looking really great and it's your map so do what you would like. Just though I'd give my ideas.
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Not dead...
I'll post the concepts for the other half soon (and maybe the concept for this half, even though they vary greatly from what I've done)
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:D
...I just noticed, but that sky texture in the SShots above, are those the ones I remade?
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Post removed
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Does the warehouse remind anyone else of the Killer Bean? ;)
now that you say so, sorta does.
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:D
...I just noticed, but that sky texture in the SShots above, are those the ones I remade?
Heh, maybe, I'm not sure.
I'm liking the night time look, but I had a sky texture in advance that I was planning on using. I'll have to post some screenies.
Does the warehouse remind anyone else of the Killer Bean? ;)
I'm not familiar and Wikipedia doesn't have any screenshots, mind linking?
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quickest link i cud find to an image.
http://www.jefflew.com/pic.jpg
not great though
plus is this the same killer bean p!nk was talking about, cus its the one i am talking about. TALKING ABOUT !!
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Oh sweet Jehovah, the resemblance is just uncanny. At first I didn't understand how a generic warehouse would remind you of another generic warehouse... ;) All in good fun
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why not???:D
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Post removed
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lol soz bout the rubbish pic i was in a rush. i like the video though.
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Whipping up some WIP.
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Very nice y00tz. Thats nice :).
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Indeed, so far it looks really nice. I just wonder will the gameplay be good too..
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Nice. Best looking part of the map so far, in my opinion. :P
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y00tz, your doing a great job with the map.
Just wondering when we will be able to try out this map. (I do not want to rush you but it just looks really fun)
Also are you able to get on the roof
and (just a suggestion) are you going to put secert passage from builing to building.
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Secret passages = merry
@y00tz Thought this died before I even left :-\ but it looks great keep up the good work
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Also just realized something, make sure the buildings are not just full of barrels and boxes. Maybe try and make some new objects to hide behind for cover.
Secret passages = merry
Didn't think people would like having a sercert passage
(Idea for passage: move the boxes on the stand up a little more...and maybe put a teleporter there or have the box only be three sided with the back open to go down into a secert passage (this can only be done on the bottom block.)
Just ideas
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Also just realized something, make sure the buildings are not just full of barrels and boxes. Maybe try and make some new objects to hide behind for cover.
If you had to take a guess, how many barrels do you think are in all of my maps combined?
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umm too many? ;D
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0, so yeah, too many. I think if the barrel texture were more like an actual paintball prop (covered top to bottom in paintball spray from years of abuse) and had a surface specific sound then I wouldn't find it so out of place in most maps. The crates in my map will probably be replaced by cardboard boxes as soon as I make a texture I like, and as for 'new objects to hide behind for cover' - I don't think you'll have to worry about that wallpainter08, and thanks for your feedback. :)
Edit, I fixed the white outlines on the textures.
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looking good