All mappers: Let's see your Source projects.
HCdeathroll
12-03-2004, 01:41 PM
I myself am working on something *spiffy* But I was just wondering how everyone else was doing with Source.
Roach
12-03-2004, 02:22 PM
Well since you started this thread, lets see yours first;)
[A5th]Kermit
12-03-2004, 02:24 PM
i have just little test rooms really just trying to remember stuff from before and looking at all the new stuff. nothing interesting. ive also noticed that the mapping section has gotten quite so i hope that means they are hard at work with source:D
HCdeathroll
12-03-2004, 05:12 PM
Well I would but all im working on is the map's layout in Paint but I'll post that if you'd like. As for the SDK n stuff, Took a good look at it, I was half way decent at the original Hammer, but I'm sure I could learn alot with the newer stuff. I was just wonderin how you's are taking the new source material...
Zyndrome
12-04-2004, 06:48 AM
I'm working on a Bounce remake : http://www.shatteredminds.net/skit/boing8.jpg
Neutrino
12-04-2004, 07:42 AM
I LOVED THAT MAP. Good work and make sure you post a release on these forums =)
DEvIL-K
12-04-2004, 08:05 AM
looks good so far zyndrome!..but pls redesign the long woodplank^^ its too linear -> make it out of more than one brush and maybe apply another more real-woody texture than you have now :] the terrain in background looks nice, much better than the original red rocks ofcourse ;D
travis
12-04-2004, 09:34 AM
touch me zyndrome.
that is looking awesome, i think we have found the winner of the hl2dm map compo. Teah and i agree with Devil-k on both counts, haha finally we can stop seeing that good old black mesa rock :>~
Neutrino
12-04-2004, 09:46 AM
Originally posted by RaNd0M
touch me zyndrome.
that is looking awesome, i think we have found the winner of the hl2dm map compo. Teah and i agree with Devil-k on both counts, haha finally we can stop seeing that good old black mesa rock :>~
would they allow a classic recreation to win?
i dunno, but i doubt it.
Ginger Lord
12-04-2004, 09:46 AM
You've probably all seen what I'm working on in Source :P
Watchtower
12-05-2004, 05:05 AM
I would love to post more source pics but I've never enjoyed the circus-like pandimonium that surround them. Makes me lose my appetite.
Gingerlord was bombarded with false rumors and what not when 1 or 2 pics of Density got released.
So, whats our incentive to show a source project? Frankly I wouldnt be surprised if the dev team is almost dreading showing some nice pics because of the same thing.
Craftos
12-05-2004, 06:11 AM
Originally posted by Watchtower
Frankly I wouldnt be surprised if the dev team is almost dreading showing some nice pics because of the same thing. They could release some and ignore all comments, as usual. They will probably release full thing then be suprised that there are people not loving it.
Unless you are want to keep your work secret, show them and expect ANY feedback. That's life.
Watchtower
12-05-2004, 07:36 AM
you hit it Craftos.
Btw, Zyndrome, that looks really nice, how long did that alone take you?
Stuka
12-05-2004, 10:17 AM
Personally, I'm not going to map for source until I got all the DoD things down, I'm still new to DoD mapping :\
TheSurgeon
12-05-2004, 04:33 PM
i've got a dod:s map planned out, set on d-day, allies parachute in on their own all over the map, against axis who spawn together in 2 areas. they need to link up in the dark and complete 3 2-man objectives, so teamwork is needed. i posted a thread on it here a while ago, here's the layout for it that i posted in there:
http://img13.exs.cx/img13/4832/sourcemapObjectives.jpg
and here's a page of screenshots of stuff i'll be copying over into hammer, that i made in codradiant a few months ago ready for dod:s:
http://img13.exs.cx/img13/7322/sourcemap.jpg
and here's 2 screenshots of the 2 houses i've got in hammer so far:
http://img125.exs.cx/img125/1567/a4tdodsmap0006.jpg
http://img125.exs.cx/img125/1563/m9kdodsmap0007.jpg
i don't think i'll be doing much more on it until dod:s is actually released. unless i know the dod:s directory, i won't be able to use my custom textures, so i'll just have to retexture everything again, and the same geos for custom models which you have to use with source, otherwise you go over the brush limit (these 2 houses are already using 1400 brushes out of an 8000 limit). i suppose i could make some more buildings and stuff though, i'm still getting used to the completely useless terrain system though, editing it all vertex by vertex and trying to create bends.
Billie|Joe
12-05-2004, 05:08 PM
Originally posted by Ginger Lord
You've probably all seen what I'm working on in Source :P
omg, I just played density for the first time. It rocks :D
HCdeathroll
12-06-2004, 01:48 PM
Hey looks good Member, I like it. I'm tweaking the layout of my project specifically to post up here and see what you guys think.
izuno
12-06-2004, 02:02 PM
Nice work Zyndrome. Obviously, displament maps are going to be very useful in creating terrain and as the base rubble piles instead of manual triangle method rubble in current DoD maps. (oh...and spice up with static prop details :) )
The only problem with DoD:s projects is that we cant really test anything yet unless we just look at layout in HL2dm or CS:S.
Also Zyndrome, did you play with any cubemaps yet?
Keep up the good work.
[DoD]Agent~0
12-06-2004, 05:39 PM
http://img125.exs.cx/img125/1567/a4tdodsmap0006.jpg
Just look at this picture right now, and you mentioned you are makign a huge dent in the brush limit already, just afew questions...
Right now I'll tell you the parts we would be making out of prop models :
1. The chimney top you can see outside.
2. That dormer on the roof, especially if you can't see it from the inside of the house.
3. All the windowframes.
4. All the window shudders.
5. Those cement coloured border things. (probably).
Btw, those buildings look great, nice job.
Trp. Jed
12-06-2004, 05:53 PM
Gingerlord, I command thee to post pictures of dod_cannon :)
Neutrino
12-06-2004, 07:03 PM
do it...
TheSurgeon
12-06-2004, 07:34 PM
Originally posted by [DoD]Agent~0
http://img125.exs.cx/img125/1567/a4tdodsmap0006.jpg
Just look at this picture right now, and you mentioned you are makign a huge dent in the brush limit already, just afew questions...
Right now I'll tell you the parts we would be making out of prop models :
1. The chimney top you can see outside.
2. That dormer on the roof, especially if you can't see it from the inside of the house.
3. All the windowframes.
4. All the window shudders.
5. Those cement coloured border things. (probably).
Btw, those buildings look great, nice job.
i don't want to import any dod models yet, unless i know the directory dod:s will run from, once the game is released i'll just have to re-export everything.
so far i've made the window frames of the other house in max, which were very complex with all the bricks and details around them made of brushes. i've made a shutter aswell, with 2 skins, aswell as the wooden arch under the roof in the other screenshot. most of the window frames are just 4 brushes, i don't think they'll need to be modelled, unless i wanted proper window frames instead of just a border around the edge
i suppose i could get started on making the terrain and stuff though. but a lot of what i do relies on textures, aligning them up with brushes and using parts of the texture instead of brushes etc, so i might not be able to add many houses and stuff, apart from what i've already made as prefabs.
Ginger Lord
12-07-2004, 12:19 PM
Originally posted by Trp. Jed
Gingerlord, I command thee to post pictures of dod_cannon :)
lol :p
http://www.gingerlord.co.uk/images/cannon.jpg
How we loved loading it up with barrels, cannon balls, gas cannisters and dead bodies, then firing it and seeing them fly for a few km down range. Look at the crap in the barrel of the big one, the explosive projection version has a forward blast of a few km, dont stand in front of it. Jed's loading the smaller one of the left with ball shot.
Jed, I've got a two, dual barrel, auto loading turrets now with working elevation, like a battleship :P Will get rotation working soon :D
travis
12-07-2004, 12:38 PM
u must share GL! looks like a lot of fun ;D!
Guerilla
12-07-2004, 02:39 PM
im mapping a deathmatch map for the contest of ravenholm, this is in early development so bare with me
i cant seem to get couches to work i make them prop_physics or physics_multiplayer and when i start the game their invisible....what in gods name
and the func_ladder entity doesnt work for some reason
anyway on with the pictars
Guerilla
12-07-2004, 02:41 PM
and what are those origin sphere things that models have that you can adjust, i do not understand their usage...is it where the model will start...i think i just answered my own question....lol
heres another pic
Guerilla
12-07-2004, 02:42 PM
another pic
TheSurgeon
12-07-2004, 03:47 PM
the spheres are to do with clipping (i think thats the word) models when they're further than a certain distance from your view. it's best to just leave them as they are, and just be careful you don't accidentally drag them bigger when you move stuff around, i did that once, and then copied that one model all over the map, meaning i had to go back and change them all back to normal.
i've been working on a hl2dm map aswell, first map i've made in hammer so i was just testing stuff and getting used to the editor. here's a video i made yesterday while testing with 2 other people, most fun i've ever had in an online game. should be released tomorrow or thursday.
http://www.edwards124.pwp.blueyonder.co.uk/Docks3.zip
Zyndrome
12-07-2004, 04:10 PM
Originally posted by izuno
Also Zyndrome, did you play with any cubemaps yet?
Keep up the good work.
Yes, I am using cubemaps in the map, but they need some more adjustments as you get the wrong cubemap in some places :P .
Also, I have released a beta of the map. Screens and download here : www.shatteredminds.net
I am working on a second beta, fixed some stretching, glitches, and I am experimenting with soundscapes ;) .
Originally posted by Watchtower
Btw, Zyndrome, that looks really nice, how long did that alone take you?
A couple of hours, in a span of like 2 days :P .
That long plank is probably gonna be gone soon, and instead putting a (what some said) a Ravenholm-style woodplank-bridge there..... uuuh yeah!
Since this map is not considered as an original idea, said by many, it might not at all be valid for the HL2DM contest.
Propaganda
12-07-2004, 04:49 PM
Zyndrome, are those trees on the horizon part of the skybox? Are they models or an Alpha texture? Looks good.
Zyndrome
12-07-2004, 04:57 PM
Originally posted by Powerslide
Zyndrome, are those trees on the horizon part of the skybox? Are they models or an Alpha texture? Looks good.
They are textures, and I need to find some props or similar to cover the edges of the trees :P , and they are not part of the skybox.
Originally posted by Ginger Lord
How we loved loading it up with barrels, cannon balls, gas cannisters and dead bodies, then firing it and seeing them fly for a few km down range.
rofl now that I'd love to see
here's what i've got going, havnt compiled it yet. not sure how it will fare in dod:s, but im testing
http://www.snufftherooster.com/aznstudios/longuesurmer2.JPG
TheNomad
12-13-2004, 10:53 AM
not very big is it ;)
looks awsome man (bart simpson voice)
Zyndrome
12-13-2004, 02:05 PM
Haha, I tried to deselect the stuff on your picture. You should keep in mind (if you dont know it yet), that displacements does not block visibility of the map. It acts like a func_wall and the engine renders straight through it, and you get leaks if you have only put brushes around the edges. Also, water does not work properly when there is a leak.
I made this mistake at first, and keept wondering why my water wasn't working.
Anyway, if anyone is interested in HL2DM, I have released a second beta of my Bounce remake : www.shatteredminds.net
Jello_Biafra
12-13-2004, 03:21 PM
I believe that is actually hand made terrain as it is showing up in the 2D views. Atleast in my Hammer, the displacements always look like solid blocks in the 2D views.
everything selected is all handmade. every single tiny little triangle. i might have a few small blocks of displaced terrain in there, but its very small. tried to get used to makin hl2 engine maps and a little more experience on beachmapping
FuzzDad
12-13-2004, 07:25 PM
Originally posted by KwC
everything selected is all handmade. every single tiny little triangle. i might have a few small blocks of displaced terrain in there, but its very small. tried to get used to makin hl2 engine maps and a little more experience on beachmapping
You really should learn displacement mapping. It causes less strain on the engine and you can place very simple geometry brushes underneath to block viz and the seal the map. That map in source would be very hard on teh engine
oh ya, i know displacements. its just there because i built the terrain before the new hammer came out. ill probably build a whole new map once DoD:S is out
Neutrino
12-13-2004, 09:54 PM
lol. that terrain must of been a pain then. if u did that in displacement, it would take just a few minutes. useful tool. although there are some cons, but overall good.
Effexx
12-15-2004, 03:19 AM
Zyndrome: Just wanted to say Bro that you're vision of Bounce far surpasses the original... You've managed to give purpose to certain spots in that map... I look forward to any future plans of redoing some of the classic HLDM maps... Bootcamp & Gasworks being a couple of my personal favorites...
...
Trp. Jed
12-15-2004, 03:31 AM
Originally posted by FuzzDad
You really should learn displacement mapping. It causes less strain on the engine and you can place very simple geometry brushes underneath to block viz and the seal the map. That map in source would be very hard on teh engine
Not being a mapper my knowledge of how the engine handles BSPs is slim, but does displacement mapping work kind of like LOD in models?
i.e. if that part of the map is a considerable way in the distance it "collapses" the triangles together reducing the triangles the engine needs to draw?
Thats how my understanding (at least in the modelling sense) of displacement maps work.
FuzzDad
12-15-2004, 09:35 AM
Yes. they are rendered in three resolutions and to quote verc:
"Displacement geometry is rendered in batches, and can render very quickly. Per face, displacements render faster than standard brush geometry."
It's interesting. In the editor you start off with a solid block and assign a surface of it to displacement mapping. The other five sides disappear in the 3d rendered view of hammer and all you see is the surface sheet. In the non-3d windows (XYZ) of hammer all you see is the original rectangle or box brush you started with. In the 3d window you see the one face with displacement triangles. As you manipulate the brush it changes in the 3d window but remains static in the wireframe views. Once complete you seal the area underneath it with a solid brush made up of nodraw texture so although you don;t block vis...there's little to render for the engine compared to a regular brush.
I know that the dev team is now using displacement mapping for terrain, blown up streets, busted walls, etc. It does a nice job of giving you realistic terrain w/o as much impact on the engine as brush-based terrain would. You also don't get all that face splitting you'd get with regular brushes.
Jibba-Jabba
12-15-2004, 09:40 AM
Originally posted by Trp. Jed
Not being a mapper my knowledge of how the engine handles BSPs is slim....
AHA! There IS a weakness! :vader:
Trp. Jed
12-15-2004, 12:41 PM
Originally posted by Jibba-Jabba
AHA! There IS a weakness! :vader:
That and Goff Gurlz. :rolleyes:
Jibba-Jabba
12-15-2004, 01:43 PM
Was a joke, mate.
Not dod related but I thought it could be nice to show it here too :)
http://img142.exs.cx/img142/2337/scorpius10ok.jpg
http://img142.exs.cx/img142/5082/scorpius22ae.jpg
http://img142.exs.cx/img142/9734/scorpius30vv.jpg
travis
12-21-2004, 10:06 PM
http://dystopia-mod.com
Effexx
12-22-2004, 08:43 AM
Looks good skdr...
...
Ginger Lord
12-22-2004, 12:01 PM
There you go.
Wow VERY nice indeed.
What textures are you guys all using, just converted HL ones or bran new textures?
Ginger Lord
12-22-2004, 12:49 PM
Mine are all default HL2 and CS: S textures.
darkflame
12-22-2004, 01:11 PM
Do I see a dead brit in there:eek:
spine
12-22-2004, 03:12 PM
OH F*** ME GINGER!
That first image there is DAMN sweet!
HL2/CSS textures.
Oh and Ginger, very nice :)
TheSurgeon
12-22-2004, 05:34 PM
here's some screenshots of my dod:s map, dod_nightfall. there's a thread a few pages back on it. allies spawn in the air all over the place on their own, and need to hook up with teammates to complete the objectives, all set in the bocage with fields, a small village, forest and a river. i just started working on getting all the prefabs i had from CodRadiant into Hammer. none of the texturing is final, i don't see the point in texturing stuff now, when i'll just have to redo it all when dod:s is released.
those big green blocks will be hedges btw. there's nothing else i can do to make them for now, and i'm just hoping dod:s comes with a few hedge models to replace them.
http://img154.exs.cx/img154/5819/dodnightfall00003fl.jpg
http://img154.exs.cx/img154/3510/dodnightfall00011np.jpg
http://img154.exs.cx/img154/9376/dodnightfall00021md.jpg
http://img154.exs.cx/img154/709/dodnightfall00033fg.jpg
http://img154.exs.cx/img154/8140/dodnightfall00041cf.jpg
Watchtower
12-22-2004, 07:00 PM
yes we need alot of new textures and map models. Gingerlord's map looks good but I can see he is limited in the amount of textures available in HL2 format, cuz there is alot of repeating small block houses with the same textures.
Id love to post some in game pics of my source map but I dont quite have everything I need, which is alot of models and textures. Once I saw the available HL2 textures, I immediately knew I'd be doing 90% of the work myself which is fine but takes an enormous amount of time and energy.
I also really hope dod is supplied with all the static props it will need because there will be many needed.
[DoD]Agent~0
12-23-2004, 01:58 AM
Ginger, looks great !
A Member, I think your buildings look great, IMO it could use more moonlight though, for visability's sake.
Trp. Jed
12-23-2004, 02:59 AM
<3 for GinaLords maps - but I am a bit biased ;)
Wait until I get the models for them done - you'll all be putty in my hands! mwahahaha, etc.
Watchtower
12-23-2004, 04:23 AM
Originally posted by Trp. Jed
<3 for GinaLords maps - but I am a bit biased ;)
Wait until I get the models for them done - you'll all be putty in my hands! mwahahaha, etc.
What can I say, the boy is good.
Whaleman
12-23-2004, 04:25 AM
Originally posted by Ginger Lord
There you go.
Will I be able to get into the bed?
Insta
12-23-2004, 06:59 AM
Looking good, Gingerlord :)
Jibba-Jabba
12-23-2004, 12:27 PM
Can't we get a map with Jed's submarine in it?:D
Trp. Jed
12-23-2004, 01:08 PM
Originally posted by Jibba-Jabba
Can't we get a map with Jed's submarine in it?:D
Hear Hear!
I spent almost a month working on that darn thing and texturing it for Cheeto who never bloody used it in the end :(
Neutrino
12-23-2004, 01:23 PM
keeeill him
Ginger Lord
12-23-2004, 01:27 PM
Originally posted by Jibba-Jabba
Can't we get a map with Jed's submarine in it?:D
*chortle*
Propaganda
12-24-2004, 02:48 AM
Looking good all. Nice to see there will be some custom stuff right after source comes out.
New hl2dm map shots:
http://img93.exs.cx/img93/4222/scorpius49rh.jpg
http://img93.exs.cx/img93/3645/scorpius52nn.jpg
Merry xmas everyone!
Jolly
12-25-2004, 05:49 PM
Skdr and Ginger: that looks great, keep up the good work
Zyndrome
12-25-2004, 07:10 PM
www.shatteredminds.net/bounce/boing24.jpg
:rolleyes:
Next release of Bounce is probably going to be final, as I have joined up with 2 mod-teams already and have other projects in mind.
Effexx
12-26-2004, 09:15 AM
Originally posted by Zyndrome
www.shatteredminds.net/bounce/boing24.jpg
Loves it!
Make me a Star Wars map, and I'll have your offspring.. LOL...
...
Neutrino
12-26-2004, 11:04 AM
I always loved bounce, and its cool how you replaced those alien bouncy things with those more combine machines. It looks really good, but im afraid the map will never be the same, with the absense of the egon and gauss.
That first pic is amazing GingerLord GJ...
cant wait for DOD:S.
Guerilla
12-27-2004, 06:12 PM
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0000.jpg
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0001.jpg
TheSurgeon
12-29-2004, 11:01 AM
here's some more screenshots of my dod:s map. most are just the same as the old ones, but with brighter lighting. i might darken it more for ingame, the screenshots always turn out darker than the map actually is.
i've got a lot of the area around the watermill and bridge objective done, i need to add some more stuff there, and a couple of old collapsed buildings and other things. i need my custom models and textures though to really do anything, which i obviously can't do until dod:s is released, or the fgd which isn't likely.
i need to try and narrow the roads more to look more like the bocage, and i should get started on the town in the west this week.
http://img89.exs.cx/img89/8814/dodnightfall00052il.jpg
http://img89.exs.cx/img89/659/dodnightfall00070ce.jpg
http://img89.exs.cx/img89/7127/dodnightfall00083yo.jpg
http://img89.exs.cx/img89/2597/dodnightfall00095jh.jpg
http://img89.exs.cx/img89/7600/dodnightfallbridge6xh.jpg
http://img89.exs.cx/img89/4922/dodnightfallwatermill8fm.jpg
that platform in the sky with a hole in the middle is the spawnpoint, i was just testing out the allied parachute spawns.
and here's the models i've got made so far for the map. i made a hedge model aswell but can't get the opacity to render right in 3dsmax, plus a shutter model with 2 skins that i forgot to render. the lighting is also strange in some of these. that's the vray skylight, not the textures.
http://img89.exs.cx/img89/3735/tankobstacle4kz.jpg
http://img89.exs.cx/img89/6051/window11zq.jpg
http://img89.exs.cx/img89/1126/window21lb.jpg
http://img89.exs.cx/img89/2482/arch8te.jpg
http://img89.exs.cx/img89/8917/wheel8nn.jpg
Zylawy
12-29-2004, 08:54 PM
very impressive.
ManO-TPF
12-30-2004, 08:16 AM
de_subway
Image Shots http://dev4gamers.com/gallery/album02
Download at http://www.filefarm.net/file.php?fi=19
Guerilla
12-30-2004, 08:22 PM
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0000.jpg
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0001.jpg
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0002.jpg
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0003.jpg
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0004.jpg
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0005.jpg
http://img.photobucket.com/albums/v313/Guerilla85/dm_projects0006.jpg
TheSurgeon
12-31-2004, 07:06 PM
http://www.edwards124.pwp.blueyonder.co.uk/sourceMapScreens.htm
I've updated an old web page I made for all the screens of my DOD:S map.
I've done more of it today, mostly just fields and hedges, all around the axis spawn and bunkers, to seal off the edge of the map. I need to carry on the map a lot further back than the player can actually reach, because of allies parachuting in, so they can see a lot further than the map boundaries.
All I've got to do is make the small village, overgrown ruins, and then finish off the edges of the map, and then I can try and find someone to help test it before any more detail is added and while I wait for DOD:S.
Watchtower
12-31-2004, 09:25 PM
a little feedback -- the house and textures and models look great
BUT, the house seems very very loneley. Try adding a small fence suitable for a country manor. Obviously some plants and trees are needed. keep it up good start.
Sloth
01-01-2005, 08:01 PM
Mapping my High School for practice with the new Hammer.
http://sloth.niftymedia.com/maps/s_fox0002.jpg
http://sloth.niftymedia.com/maps/s_fox0004.jpg
I'm gonna add in some windows once i get the front fixed up. No inside yet, I started this last week. lol
Guerilla
01-04-2005, 12:27 AM
dm_projects beta 1
http://www.deathball-tennis.com/stuff/dm_projects.zip
http://files.dodnetwork.com/download.php?userid=116&imagel=dm_projects.zip
beta 2 on the way
Guerilla
01-06-2005, 11:24 AM
here's beta 2, heh
here is the linkage:
http://files.dodnetwork.com/downloa...projects_b2.zip
(thanks to shade of grey)
pics:
http://img.photobucket.com/albums/v...ects_b20000.jpg
http://img.photobucket.com/albums/v...ects_b20001.jpg
http://img.photobucket.com/albums/v...ects_b20002.jpg
enjoy!
TheSurgeon
01-08-2005, 06:51 PM
http://www.edwards124.pwp.blueyonder.co.uk/sourceMapScreens.htm
i've put some new screens on there. the map is nearly done now as far as i will get it before dod:s is released. i need to finish off sealing the edges of the map and add some more stuff. the main thing i need though is some trees, hedges, plants etc. i don't know if any will be included with dod:s to use, and i can't skin them properly to make my own (apart from one hedge model i've made), so i can't do much more for now. i'll probably need to make my own skybox aswell, unless any nightmaps are made for dod:s which is unlikely.
btw guerilla, your screenshots don't work, they've got ... in the address.
Smallpox
01-08-2005, 06:52 PM
403 Forbidden
You don't have permission to access those file(s).
TheSurgeon
01-08-2005, 07:29 PM
try again. i changed it a few minutes after posting, the settings for it were reset so even i couldn't see the page for some reason, but they're back to normal now
Cojawfee
01-08-2005, 08:34 PM
A Member: Just a tip either make a page with lots of full size screenshots, or make each screenshot have its own page with a black background, because when I view them it has a LOT of whitespace around the image. This makes my eyes adjust to the brightness and it makes the images darker than they are when I see the thumbnails on the black background.
Guerilla
01-09-2005, 11:27 AM
here you go
here is the linkage:
http://files.dodnetwork.com/download.php?userid=208&imagel=dm_projects_final.zip
pics:
http://files.dodnetwork.com/users/208/images/dm_projects0000.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0001.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0002.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0003.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0004.jpg
enjoy!
Guerilla
01-12-2005, 08:02 PM
http://files.dodnetwork.com/users/208/images/dm_raceway0000.jpg
http://files.dodnetwork.com/users/208/images/dm_raceway0001.jpg
racing map for dm :)
Sly Assassin
01-15-2005, 09:54 PM
I've started redoing dod_base for the source engine, its named dod_fire for now while its a WIP, anyway heres the screens
Sly Assassin
01-15-2005, 09:55 PM
next one, sorry haven't got any webspce atm
Sly Assassin
01-15-2005, 09:56 PM
and another
Sly Assassin
01-15-2005, 09:57 PM
yet another
Sly Assassin
01-15-2005, 09:58 PM
and the last one, also note these screens are only of the first section of the map, and these are from the first compile I've done of it.
Insta
01-16-2005, 05:36 AM
A map I did for the HL2MP mapping contest.
http://img133.exs.cx/img133/4149/dmthreshold16vn.jpg
http://img133.exs.cx/img133/5048/dmthreshold21uj.jpg
http://img133.exs.cx/img133/5563/dmthreshold32nm.jpg
http://img155.exs.cx/img155/5207/dmthreshold43xd.jpg
Now I want to work on DoD Source :)
Ginger Lord
01-16-2005, 05:48 AM
Another pic:
Oh and I'd better say:
NOT DOD: SOURCE!
mXed.dk
01-16-2005, 06:28 AM
wow it's really great work you guys are doing.
ace work.
it's pretty hard coming up with ideas like that ..
i guess that's why im so bad at mapping ..
lol i know how to use the editor but i can't get
the ideas ..
looking forward to all the great stuff :)
TheSurgeon
01-16-2005, 08:34 AM
Originally posted by Ginger Lord
Another pic:
Oh and I'd better say:
NOT DOD: SOURCE!
Is that just a test map for the new Hammer then? I'm confused over whether you're actually planning to release it for any game.
Looks good though, reminds me of the m5l# levels on mohaa, the destroyed village missions.
I've updated my map anyway, added some new textures, more detail to some areas, and imported more models, including a hedge model, but I need to know what's in dod:s before i make any more custom stuff.
http://www.edwards124.pwp.blueyonder.co.uk/sourceMapScreens.htm
I'm recompiling now, with vis and full rad to make the water appear and see if it fixes the lighting problems I've been getting. So there'll be more new screens in a few hours.
My spawns dont seem to work. The game keeps telling me the teams are full, but I have 1 of each spawn. Anybody have a solution?
Ginger Lord
01-16-2005, 09:25 AM
Make sure they are not stuck in anything. Especially displacement maps.
Ginger Lord, did you make some of those textures? I can see a "Cafe de..." sign on one of those buildings.
Sly Assassin
01-16-2005, 01:39 PM
Originally posted by Dwin
My spawns dont seem to work. The game keeps telling me the teams are full, but I have 1 of each spawn. Anybody have a solution?
also make sure that all ents, displacement maps etc are not hidden, I went to compile a map of mine yesterday with all ents hidden in hammer and once the map was compiled I had zip in the way of ents on the map I could only see things that where solid brushes.
Ginger Lord
01-16-2005, 01:52 PM
Originally posted by Dwin
Ginger Lord, did you make some of those textures? I can see a "Cafe de..." sign on one of those buildings.
Watchtower made the cafe sign for me. All the other textures in the map are stock HL2 and CS: S textures. Well except for the building on the right that your up against in that pic, thats one of KominAaa's.
Watchtower
01-17-2005, 01:42 AM
Go GL!
Btw, im still open for requests, ive been doing alot of my own stuff lately, which is cool but its also fun to work on other ppl's projects too.
Ive also been cooking up some good authentic italian textures taken directly from photos in italy as well for those interested in that area of the war.
That would be great for me. As you can tell from the top right corner of my screenshot, the map takes place in Sicily.
darkflame
01-18-2005, 06:37 PM
TheSurgeon that would make an AWSOME CS: S map, also I think that IS a DOD map by GL.
winners
01-18-2005, 09:04 PM
while i'am a uber n00b at makeing maps
this is my frist ever map
[img=http://img34.exs.cx/img34/9408/spoky11100143nf.th.jpg] (http://img34.exs.cx/my.php?loc=img34&image=spoky11100143nf.jpg)
[img=http://img34.exs.cx/img34/6942/spoky11100163wo.th.jpg] (http://img34.exs.cx/my.php?loc=img34&image=spoky11100163wo.jpg)
[img=http://img118.exs.cx/img118/7428/spoky11100177po.th.jpg] (http://img118.exs.cx/my.php?loc=img118&image=spoky11100177po.jpg)
[img=http://img118.exs.cx/img118/2835/spoky11100151ma.th.jpg] (http://img118.exs.cx/my.php?loc=img118&image=spoky11100151ma.jpg)
[img=http://img118.exs.cx/img118/8149/spoky11100130gv.th.jpg] (http://img118.exs.cx/my.php?loc=img118&image=spoky11100130gv.jpg)
any help beening have trouble adding objects and water i think i have a leak
winners
01-18-2005, 09:07 PM
forgot one
ps did not let me edit my post :confused:
Guerilla
01-21-2005, 06:21 PM
link: http://files.dodnetwork.com/download.php?userid=208&imagel=dm_projects.zip
pics:
http://files.dodnetwork.com/users/208/images/dm_projects0000.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0001.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0002.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0003.jpg
http://files.dodnetwork.com/users/208/images/dm_projects0004.jpg
catharsis
02-24-2005, 02:42 PM
The recent beta screens have sparked my interest in mapping, so here is my first map. :hamster:
I also figure we'll see more people doing stuff now that we have something visual to base our maps on.
image1 (http://dodsigs.homestead.com/files/building.jpg)
image2 (http://dodsigs.homestead.com/files/building1.jpg)
[DoD]Agent~0
02-25-2005, 08:29 PM
Can't wait to see what you guys come up with.
Ginger Lord
02-26-2005, 09:15 AM
I'm not showing anything. Last time It caused such a huge fuss and actually turned out really nasty consequence wise in the end.
You'll see my stuff once DoD: S is out so its not getting confused again.
Just release your pics with huge, "NOT DOD:S" watermarks on it.
(4THIDUSA) SSG
02-26-2005, 10:34 PM
NOT DOD:SOURCE
http://www.4thidusa.com/resume/pics/maps/dod_s1.gif
travis
02-27-2005, 09:16 AM
yer sorry GL, i was the one who made the thread as you no doubt know but i remembered you saying something about you "making a map for dod:s" i blatently took that the wrong way thinking you meant you were making an official map for source ;)
my bad, but on the other hand about 12000 people now know who you are.
shadybrady
03-03-2005, 09:15 PM
Great maps so far! Bump
travis
03-03-2005, 09:33 PM
SSG that looks like hl1 tbh...... you have no knowledge of displacements?
Neutrino
03-03-2005, 09:47 PM
Originally posted by RaNd0M
SSG that looks like hl1 tbh...... you have no knowledge of displacements?
heh. i thought it was hl1 aswell.
it looks like you are stretching the grass texture a little much. and your poly count does look as if it is acceptable for good ol' hl. keep workng at it! :)
Originally posted by (4THIDUSA) SSG
NOT DOD:SOURCE
:rolleyes:
I wish I had a map to show, but I cant think of any awesome ideas for a map.
shadybrady
03-03-2005, 11:27 PM
Change your textures to a smaller fraction to make them look more crisp. Also, read some tutorials on "displacements" with the ground.... thats how most of the maps for HL2 and DOD are looking much more realistic.
Keep mapping :) Great start
(4THIDUSA) SSG
03-04-2005, 10:00 AM
that was just a straight port, slapped on textures, don't think I will use displacements in that map, now the maps I am making for The Somme Valley, HL2 WW1 mod, will have displacements
travis
03-04-2005, 11:23 AM
why wouldnt you use displacements tho?
why do you think there is hl2?
HL2 was released because hl1 is a popular game and mod engine, updateing the engine means new technology and techniques and prolly 90% of that is creating far more realistic and pretty environments. I think if people wanted to see terrain with hard esges they would play hl1, theres not really any point converting a map that you and your 9 buddies will play once and move onto a good looking map.
travis
03-04-2005, 11:24 AM
tough way of trying to encourage you to create nicer looking worlds :P
TheNomad
03-04-2005, 01:28 PM
displacements?
Epinephrine
03-04-2005, 01:40 PM
Originally posted by TheNomad
displacements?
New form of terrain mapping (HL2). You basically push and pull vertices on a big sheet and the compiling makes terrain. Haven't tried it yet.
(4THIDUSA) SSG
03-04-2005, 04:33 PM
for that map it is mainly a depot/ hanger/ maintenace/ sub pen area not much terrain at all, that would need displacements to make it look better, like I said, I am doing displacements for terrain adjustment in my Somme Valley WW1 maps
TheNomad
03-04-2005, 05:27 PM
Originally posted by Epinephrine
New form of terrain mapping (HL2). You basically push and pull vertices on a big sheet and the compiling makes terrain. Haven't tried it yet.
ahh that thing, yea i know what u mean.
shadybrady
03-04-2005, 09:11 PM
I really underestimated the Terrain at first.. I've seen some amazing work using it - full tunnels connecting to a flush moutainside. It's EXTREMELY powerful... there are some good tutorials out there on how to use it correctly.
Guerilla
03-06-2005, 02:39 PM
you can use displacements for a lot of things such as really complex brushes, with the subdivisions button you can make really neat high poly, but low taxing stuff, bumpy cobblestone roads, valleys, hills
displacements own
haircut
03-06-2005, 02:50 PM
yes is does.
but ...
I find the displacement tool built in to Hammer, is not to good.
any tips on setting it up?
shadybrady
03-07-2005, 11:21 PM
Thats the only displacement tool you can use for HL2 as of yet...?
haircut
03-10-2005, 09:55 AM
I believe Nem's terrain generator exports the .vmf format.
It's just the buttons in the Hammer one, I click on them and sometimes it goes mad, making big spikes or troughs. I’ve tried adjusting the values but it don’t seem to help.
Must be my big old fingers causing this to happen :(
back on topic:
I don't get time to map a lot these days but I am messing with Source ... a bit:
http://www.mardymouse.co.uk/modules.php?name=Content&pa=showpage&pid=46
Strange angled shots are deliberate, they are for my referance.
Sly Assassin
03-11-2005, 07:37 PM
Originally posted by haircut
I believe Nem's terrain generator exports the .vmf format.
It's just the buttons in the Hammer one, I click on them and sometimes it goes mad, making big spikes or troughs. I’ve tried adjusting the values but it don’t seem to help.
Must be my big old fingers causing this to happen :(
That error happens to me aswell, I have to save the map then exit hammer and restart it so I can use the displacement map tools properly again.
Another error with hammer I've noticed is that if you try to cut a 16 sided sphere in half is that it crashes hammer all together which sucks :(
Anyway sorry i'm off topic
travis
03-11-2005, 10:01 PM
wb sly :D
My Source project; http://ickesmap.blogspot.com/
Ol' Noodle Head
03-14-2005, 12:44 PM
That was sure fun to watch, Icke. Can't wait to see how it is integrated into a map.
I'm imagining some towers exploding with a little more phys_flair :)
Originally posted by Ol' Noodle Head
That was sure fun to watch, Icke. Can't wait to see how it is integrated into a map.
I'm imagining some towers exploding with a little more phys_flair :)
Thanks :) .
For the people that didn't see it; I updated my blog with a testing video; http://ickesmap.blogspot.com/
By the way; Are there any beta-testers here to tell me how the physics are being handled in DoD: S?
Is it like CSS, or like HL2DM?
Ginger Lord
03-14-2005, 01:54 PM
Originally posted by Icke
By the way; Are there any beta-testers here to tell me how the physics are being handled in DoD: S?
Is it like CSS, or like HL2DM?
Well, you dont get pushed away from objects like in CS: S and there isnt an abundant amount like HL2DM
Originally posted by Ginger Lord
Well, you dont get pushed away from objects like in CS: S and there isnt an abundant amount like HL2DM
Thanks for the info, but what do you mean with "an abundant amount like HL2DM" ?
Are there less physics objects per map?
And would that mean that individual objects are simulated more accurately, to eliminate the jittering, etc when you stand on a physics object, like in HL2DM?
Ginger Lord
03-14-2005, 02:45 PM
You do not have the jittering effect in DoD, you can climb over objects as much as you want, there are less objects per map, probably equal to CSS maps.
Originally posted by Ginger Lord
You do not have the jittering effect in DoD, you can climb over objects as much as you want, there are less objects per map, probably equal to CSS maps.
Awesome.
The jittering was the thing that annoyed me the most in HL2DM. Now that that is gone, combined with the fact that DoD: S seems like a very cool game (but to play, as to map for), is VERY good news!
Tonedef
03-24-2005, 11:15 AM
Now I know how some people are about remakes, but hey it is good practise.
With that said, I have begun working on a Source version of Merderet as, with the release of Sturm, it seems to have lost official support and most likely will not be in the release. So for those who like Merderet more than Sturm, here are some SS. Mind you, I am keeping it as true as possible.
http://img134.exs.cx/img134/6676/dodmerderetoh061cf.jpg
http://img134.exs.cx/img134/4048/dodmerderetoh099sh.jpg
http://img134.exs.cx/img134/8355/dodmerderetoh108kh.jpg
http://img134.exs.cx/img134/2305/dodmerderetoh080rz.jpg
http://img134.exs.cx/img134/5837/dodmerderetoh073rm.jpg
http://img134.exs.cx/img134/3513/dodmerderetoh069uz.jpg
http://img134.exs.cx/img134/1618/dodmerderetoh047jc.jpg
http://img134.exs.cx/img134/8882/dodmerderetoh031ie.jpg
http://img134.exs.cx/img134/6105/dodmerderetoh021qz.jpg
http://img134.exs.cx/img134/8546/dodmerderetoh012mg.jpg
Originally posted by totally_tonedef
Now I know how some people are about remakes, but hey it is good practise.
Looking pretty good, nice displacements.
One more question to the beta testers; can you still jump on each other, to get to certain places?
I assume that you can, since it's in CSS, and some maps (avalanche included) wouldn't work like they should without the stacking.
Sly Assassin
03-24-2005, 12:09 PM
Originally posted by totally_tonedef
with the release of Sturm, it seems to have lost official support and most likely will not be in the release.
I wouldn't say that, sturm was released in 1.3 as an offical map so its more then likely going to make it over to source when they get around to it. IR's maps are good so I don't see why it won't get into source. It takes alot of time to remake maps now so it may be awhile till we see it released.
josh_u[RR]
03-24-2005, 01:40 PM
Originally posted by Sly Assassin
I wouldn't say that, sturm was released in 1.3 as an offical map so its more then likely going to make it over to source when they get around to it. IR's maps are good so I don't see why it won't get into source. It takes alot of time to remake maps now so it may be awhile till we see it released.
I think what he's saying is that since sturm was released, meredet isn't being supported anymore. of course thats like saying since advance was released, insta isn't supporting solitude anymore. its the same map, just updated with an extra route.
I just updated my blog; http://ickesmap.blogspot.com/
Please let me know what you think of the layout :) .
Tonedef
03-24-2005, 05:43 PM
Looking good! Like the wall design you got!
And yes I was saying that since Sturm was released VALVe will probably not spend valuable time porting both maps. I just happen to like Merderet more than Sturm :) .
Knightlore
03-25-2005, 02:02 PM
Here my effort its a conversion of CR44 using the old RMF
http://www.british-airborne.co.uk/forums/showthread.php?t=1122
I would like to get in touch with the original mapper to ask permission to use it properly in dod:s as I know it was released for dod, so thought it might be polite to ask. Anyone knoe how i can get hold of him, kominaa i think it was just not seen him about so not sure!!
Im waiting for dod:s textures so i can get a more ww2 feel to it and update generel look
I don't want to answer for him, but he pretty much released it for anyone to do anything they wanted with it. I don't see that he would have an issue with you porting it to Source. Might ask him if you can get ahold of him, but if you didn't want to bother tracking him down, I don't think he'd skin you for it.
josh_u[RR]
03-25-2005, 03:14 PM
I like it KL especially the blown up building. the windowframes hanging off is a nice touch.
travis
03-25-2005, 06:48 PM
yeah the rmf was released to the public for that competition, I dont see why their would be a problem with permission now as he allready gave it!
Your version isnt looking bad, pretty good actually, may i suggest using the smooth displacement function and getting rid of those 2 triagle bumps in pic4
aestetics
travis
03-25-2005, 06:51 PM
also are you having issues in creating seemless displacements? Because i could prolly give a few tips, one of thos would be in a big area where you need a lot of displacements, keep them size 128/256 etc and ive found making them all the one size works best........ the triangles fit in together perfectly. Something ive found with creating seemless joins is using the "smooth" feature along the joins.....works a treat.
Neutrino
03-25-2005, 08:52 PM
Originally posted by Knightlore
I would like to get in touch with the original mapper to ask permission to use it properly in dod:s as I know it was released for dod, so thought it might be polite to ask. Anyone knoe how i can get hold of him, kominaa i think it was just not seen him about so not sure!!
I chat with him. And he might be doing this project himself.
KominAaa
03-25-2005, 09:06 PM
Well,look good.
I dont see any problems as long as you dont name the map "dod_cr44_superfinalversionofall" or "dod_cr44" names like that.
Name it as you want as long as Im in the credits.
btw I might remake it the way I wanted it to be for ages :]
*/registers "dod_crossroads1944"
good luck with it.
Neutrino
03-25-2005, 09:08 PM
and there ya go.
Knightlore
03-26-2005, 06:30 AM
Nice one cheers yeah sure ill rename it
Many Thanks
Colonel Forbin
03-26-2005, 12:01 PM
Originally posted by josh_u[RR]
I think what he's saying is that since sturm was released, meredet isn't being supported anymore. of course thats like saying since advance was released, insta isn't supporting solitude anymore. its the same map, just updated with an extra route. I also hear that the mapper wants dod_ryan to be the first custom map released for DOD:S, so you might have some very sexy competition.
TheSurgeon
03-26-2005, 12:50 PM
here's 2 more screenshots from my cherbourg remake. there's more in another thread i made on it weeks ago, but these are the newest ones. i did have just a wall here, where the clock tower by the axis first used to be, but decided to replace it with a cathedral yesterday. it was going to be a lot bigger and more complex but i decided to just leave it smaller to fit in where the cliffs used to be.
i'm only using about 4 wall textures so far, and not many other textures everything else, so it looks boring but i'll retexture it all once dod:s is released, and add a lot of props.
http://img223.exs.cx/img223/3341/dodcherbougsource00314mt.jpg
http://img97.exs.cx/img97/40/dodcherbougsource00322sy.jpg
BLU-82
03-26-2005, 01:23 PM
those spires looks awesome.
josh_u[RR]
03-26-2005, 03:00 PM
Originally posted by BLU-82
those spires looks awesome.
agreed! nicely done. overall it does look too clean tho. I assume you'll dirty it up some when you retexture.
travis
03-26-2005, 07:19 PM
cherb looks a little out of scale tbh
Tonedef
03-26-2005, 08:48 PM
Originally posted by Colonel Forbin
I also hear that the mapper wants dod_ryan to be the first custom map released for DOD:S, so you might have some very sexy competition.
Well my map (page 10) is roughly 50% done...I don't know how much he has done but hey competition is good :p . I am more than happy to compete for first release of a custom. Though, I bet some other more...er...skilled mappers...we all know who I am talking about...will beat everyone to the gun, but for us lower individuals it will be fun. As long as it is clean, I think I am better than no one. And this actually is my first "real" map. So if you all would give me some crits...AND BE HARSH!
God I hope that you were referring to me or I made myself look dumb :p
TheSurgeon
03-27-2005, 07:52 AM
Originally posted by RaNd0M
cherb looks a little out of scale tbh
dod_cherbourg is out of scale, my version is on scale, to real world scale at least. in the original cherbourg, ceilings are 15ft tall, there are big empty rooms with a ramp leading upstairs, and you have huge blocks textured with 10ft tall windows that pass as a bank. it looked good in the dod betas but not in source. it does lose some of the feel of the original cherbourg with the lower buildings but i have still got more work to do on it.
the textures would also be improved, everything right now is just red brick. donner would probably have a lot of useful textures for this map.
Sly Assassin
03-28-2005, 01:29 AM
Sly Assassin
03-28-2005, 01:44 AM
travis
03-28-2005, 01:48 AM
mmmm more screenies loocking good mate.
LET ME SEE YOUR WAR FACE
josh_u[RR]
03-28-2005, 01:50 AM
wow sly, that is absolutely beautiful. can you really get away with that many models in source?!?!
nice work on the terrain too.
Neutrino
03-28-2005, 02:25 AM
does look good. it really does :)
but remember. gameplay isnt changing (refering to how open it is).
travis
03-28-2005, 02:37 AM
a lot of people are going wrong these days :P they think source means u can go absolutely nuts throw poly count and vis out the window - wish that was the case.
This map isnt what im referring too tho
Ginger Lord
03-28-2005, 04:16 AM
If anything you need to be even better VIS wise due to the increased amount of models.
I went crazy in one map, after half of it no matter what I did, it was still under 20fps by myself. Ditched that map.
You can go nuts with models in singleplayer levels. Check the huge beach fight with bunkers just before nova prospekt in half-life 2. Works fine even with alot playermodels etc.
But in multiplayer, the engine works differently. You have to make sure the player doesnt see everyone in the map at the same time. Engine needs to calculate models, moving players, netcode and visibility at the same time.
RaNdoM is right. People are thinking that they can use huge amounts of models in the same scene without any performance loss in multiplayer etc. If you keep expanding that area, you'll encounter problems for sure. Cut down with the models and build something that might block VIS etc.
Sly Assassin
03-28-2005, 07:55 AM
Originally posted by skdr
You can go nuts with models in singleplayer levels. Check the huge beach fight with bunkers just before nova prospekt in half-life 2. Works fine even with alot playermodels etc.
But in multiplayer, the engine works differently. You have to make sure the player doesnt see everyone in the map at the same time. Engine needs to calculate models, moving players, netcode and visibility at the same time.
RaNdoM is right. People are thinking that they can use huge amounts of models in the same scene without any performance loss in multiplayer etc. If you keep expanding that area, you'll encounter problems for sure. Cut down with the models and build something that might block VIS etc.
thanks for the input guys, that big open area is actually being expanded sideways now into little gullys and so on so that vis can be blocked and so on, I wanted a beach assault sort of feeling on the bunker hence the wide open area. Nothings final anyway I'm just taking my time and getting my basics down first :)
Looks good. Just one comment about the trees. You should rotate each tree in different directions, just so it looks like they arent the same.
TheSurgeon
03-28-2005, 09:24 AM
http://www.edwards124.pwp.blueyonder.co.uk/sealionscreens.htm
i quite clearly used a lot of models in this map, and without any manual vis, my fps was under 20 for most of the map. i put in some portals along the main routes and my fps was a lot higher for most of the map, except the stream. so you can have a lot of models and still keep the fps up (except i think in source you actually have a limit on the number of models, like with everything else in this engine).
and here's an update of my cherbourg port anyway. the allied spawn had just been a hedge-lined dirt roat but i decided to keep it like the original and add a river. more of a stream in this version but a huge arnhem style bridge would be hard to make, unless i had a lot more foliage models and textures. i've added to the axis spawn aswell and imported some window models to use.
allies spawn:
axis spawn:
a very wip hotel lobby (should be totally retextured eventually):
current overview:
low standards
03-28-2005, 11:20 AM
That sealion map looks like an MOHAA Spearhead map.
Colonel Forbin
03-28-2005, 11:34 AM
looking fantastic surgeon, both maps. My only concern about the cherbourg map is whether the area above the courtyard/underpass will be as important.
The courtyard ladder jump is essential.
TheSurgeon
03-28-2005, 11:47 AM
the sealion map was for call of duty. i made 3 sealion maps, this one was for the air invasion (hence para), one for mohaa was the sea invasion, and i had a night-time sea invasion one for call of duty with a huge english promenade, pier etc, that was just too extreme for the engine to handle and compile.
in cherbourg, i've kept the layout almost identical to the original. i've changed some things around, like the interiors of the houses, but all the routes are still there and still lead to the same place. there's no ladders in the courtyard yet, but all the balconies are still there in the same place, aswell as the clothes line across the middle.
travis
03-28-2005, 12:22 PM
TheSurgeon dude where are those bushes?!?!?!? they look like the ones from cod...ive been looking for some similar once since i was born :D help!
TheSurgeon
03-28-2005, 12:42 PM
they're custom ones. the textures i made from using some of my own, and pasting some call of duty textures over it. probably not enough for me to be sued by activision, but i might remake them eventually, if there aren't any official ones or other custom ones released. the modelling is easy, it's the texturing that's hard, and it's hard enough for me texturing anything let alone foliage.
Neutrino
03-28-2005, 01:36 PM
looking nice thus far :)
killer tomato
03-28-2005, 01:46 PM
Originally posted by Neutrino
looking nice thus far :)
Sly Assassin
03-28-2005, 04:15 PM
Originally posted by Dwin
Looks good. Just one comment about the trees. You should rotate each tree in different directions, just so it looks like they arent the same.
Getting onto that soon I'm going to give every tree a different value to make it look more realistic as possible
Sly Assassin
03-28-2005, 08:07 PM
Maxey
03-28-2005, 08:20 PM
Jesus Sly, reduce the JPEG compression a bit man, the artifacts just ruin the pictures.
Sly Assassin
03-28-2005, 08:32 PM
Originally posted by Maxey
Jesus Sly, reduce the JPEG compression a bit man, the artifacts just ruin the pictures.
didn't know it was killing the jpegs so bad :( will fix them up
[EDIT] Fixed the compression on the jpegs, somebody changed it on me here :( [EDIT]
HCdeathroll
03-28-2005, 09:04 PM
Wow. Very promissing stuff guys. Keep up the good work.
travis
03-28-2005, 09:39 PM
Originally posted by TheSurgeon
they're custom ones. the textures i made from using some of my own, and pasting some call of duty textures over it. probably not enough for me to be sued by activision, but i might remake them eventually, if there aren't any official ones or other custom ones released. the modelling is easy, it's the texturing that's hard, and it's hard enough for me texturing anything let alone foliage.
sharing is caring :D ive got no edge to this map im cooking up atm - dod:s needs those good hedges! i need!
Watchtower
03-29-2005, 04:17 AM
......dont be using call of duty hedges, come on guys, its not that hard to figure out how to make them yourself. I know for a fact Surgeon is quite capable of it, im sure you'll do it eventually :)
If you know how to map, than you already know the basics of modeling. Theres also plenty of tutorials on how to convert brushwork to models in hl1, and hl1 models to hl2. And dont be rushing to be the first map out, like ppl were saying earlier....thats just plain ridiculous.
josh_u[RR]
03-29-2005, 11:11 AM
Originally posted by Watchtower
.Theres also plenty of tutorials on how to convert brushwork to models in hl1, and hl1 models to hl2.
could you post a link? I'd be interested in trying that.
pehka
03-29-2005, 11:22 AM
just my first test on the source engine ._.
http://home.arcor.de/sske/source.jpg
travis
03-29-2005, 11:36 AM
looks like a decent start pehka, just from the screenie i will point out a few things.
road to scow looks bad
road itself is too bumpy imho
buidling on the right has busted walls but a perfecty intact and supported roof?
church looks pretty nice, onwards and upwars i say
Watchtower
03-29-2005, 01:33 PM
Originally posted by josh_u[RR]
could you post a link? I'd be interested in trying that.
Make a search, its been posted or asked about many, many times by many people. You should definately use it more often too. :p
Originally posted by josh_u[RR]
could you post a link? I'd be interested in trying that.
Check the sticky. It was just updated the other.
Sly Assassin
03-30-2005, 05:09 AM
heres a screen with some nice custom dragonsteeth in it
Thanks to thesurgeon :)
HCdeathroll
03-31-2005, 09:43 AM
Wow, good stuff man. I like the way it has some open wooded areas. Thats the kinda stuff im hoping to see alot of for dod-s.
travis
03-31-2005, 09:02 PM
those look nice indeed sly, i think they would look pretty cool with some texture varients, maybe a little dirt comming up the side or a rust stain trailing down from the loop.... but yer that my opinion (:
TheNomad
04-01-2005, 09:57 AM
heres my sourcy creation so far.
Sly Assassin
04-01-2005, 04:59 PM
Originally posted by RaNd0M
those look nice indeed sly, i think they would look pretty cool with some texture varients, maybe a little dirt comming up the side or a rust stain trailing down from the loop.... but yer that my opinion (:
I'll see if I can get watchtower or someone to edit the textures for me to get a 'worn' look and thesurgeons auth for it aswell ;)
spine
04-02-2005, 12:27 PM
Hey some nice stuff in here!
Just wanted to say that I have made some interior wallpapers
for dod s, they can be found on my downloads page on my web.
Click the sig below.
Posted this in the source texture thread also but that page is hard to find now adays...
:)
Zyndrome
04-02-2005, 03:06 PM
www.shatteredminds.net/bounce/
:rolleyes:
haircut
04-02-2005, 04:40 PM
Yea .... I saw this somewhere else, dunno where.
Nice displacement stuff there ... this is one thing I really need to get sorted out.
:kitty:
Apollo
04-03-2005, 11:17 PM
jeah, so I decided I'll post what I've made over 2 weekends. It's going to be a map aimed a little bit more at the competitive community, but it's not going to be specifically for it. There's not much, persay ,and the building is going to be done over.. and over... and over again. If anyone would like to help me by answering my noobie map questions I'd be very greatful.
Here's my imageshack gallery, I'll probably add a screenshot or 2 every week or so.
http://img160.exs.cx/gal.php?g=dod300152mz.jpg
travis
04-03-2005, 11:23 PM
chocolate covered lolmonds~
a lot of your mapping questions will be covered in numerous tutorials spread across the entire interwebs.
Apollo
04-03-2005, 11:41 PM
I don't like lolmonds :( you loaded any tutorials, etc onto your site yet?
Sly Assassin
04-05-2005, 12:52 AM
travis
04-05-2005, 01:22 AM
omfg.. someone has to send me that bush mdl.......
vn rickl
Watchtower
04-05-2005, 02:41 AM
Its too bad those are ripped Call of Duty hedge models, otherwise we all might be able to use and post them. If I knew how to port HL1 models to HL2 I could get some hedge models going.
Tutorial?? Anyone.....hl1 models to hl2.... anyone.......
Sly Assassin
04-05-2005, 03:04 AM
Originally posted by Watchtower
Its too bad those are ripped Call of Duty hedge models, otherwise we all might be able to use and post them. If I knew how to port HL1 models to HL2 I could get some hedge models going.
Tutorial?? Anyone.....hl1 models to hl2.... anyone.......
I think the only thing from COD he used was the texture. I think the rest of it he actually made from scratch.
TheSurgeon
04-05-2005, 06:31 AM
they aren't ripped from call of duty. i made the model from scratch, and most of the texture, using photos and just creating some parts myself. i couldn't get the edges right so i just copied a 128x128 call of duty texture which is just a few leaves on a couple of stems, and pasted it over the top a few times. but it isn't finished yet anyway. they don't fit together that well at the ends and they need to be thicker but they look ok for now.
as for converting HL1 models to HL2, if you have the model in 3dsmax, XSI etc, you can just export to HL2 as you would with any other model. if you don't have the model and just an .mdl, you can decompile to smds and then open those and export them to HL2 format.
*RAR*
04-05-2005, 07:54 PM
Can you post a link to your hedges?
Sly Assassin
04-06-2005, 01:01 AM
I need some thoughts on things to make the bunker look more damaged are needed so plz feel free to say things, pic below.
travis
04-06-2005, 03:27 AM
watch SPR
travis
04-06-2005, 03:28 AM
oh and give it lots of little hit decals and :crown::crown::crown::crown: so it looks like its been shot to :crown::crown::crown::crown: like the one in spr
BLU-82
04-06-2005, 03:35 AM
Couldnt rember what they were called, so i got thease crude shots of em. they would look sik with your bunker.
Sly Assassin
04-06-2005, 07:13 AM
I've been looking at SPR Travis ;) decals are being done.
I've also been adding the rebar's in aswell Blu-82, I've done a fair bit since those screens where done. I just need to be able to get my hands on the two textures I've used from the gfc to blend them for a better look, unfortuantly it won't open for me in gfc scape. I think the hl2 materials gfc is still encoded so we can't get into it :( or can everyone else and not me?
TheSurgeon
04-06-2005, 07:32 AM
make sure steam and hammer is closed when you try to open any of the gcfs. if any of those are open, the gcfs will be being used by them, so you need to close those first. and steam being steam, i usually have to wait a few minutes after before i can open.
as for the bunker, here's some photos i've posted here before that i took last year in normandy. scroll down to the bottom for the ones from pointe du hoc
http://www.edwards124.pwp.blueyonder.co.uk/Normandy.htm
Trp. Jed
04-06-2005, 09:59 AM
Originally posted by TheSurgeon
make sure steam and hammer is closed when you try to open any of the gcfs. if any of those are open, the gcfs will be being used by them, so you need to close those first. and steam being steam, i usually have to wait a few minutes after before i can open.
Get the latest version of GCFScape - it can open a GCF even while steam is open.
Nikki
04-06-2005, 11:05 AM
Originally posted by Sly Assassin
I need some thoughts on things to make the bunker look more damaged are needed so plz feel free to say things, pic below.
27 fps? huh
Maxey
04-06-2005, 11:18 AM
Originally posted by Nikki
27 fps? huh
The map is still being developed and is not yet optimized, so the low fps.
And the mapper may have an old computer.
Sly Assassin
04-06-2005, 11:21 AM
Originally posted by Maxey
The map is still being developed and is not yet optimized, so the low fps.
And the mapper may have an old computer.
yer its my gfx card giving me low fps not the map.
@Gingerlord, I didn't know the newest version could open the gfcs while steam was running, nice :) But I can open every other dam gfc apart from the source materials one for some werid reason :(
Maxey
04-06-2005, 11:23 AM
When did Trp. Jed changed his name to Ginger Lord? :eek:
Ginger Lord
04-06-2005, 11:28 AM
When he married me.
Maxey
04-06-2005, 11:30 AM
Originally posted by Ginger Lord
When he married me.
Oh, I didn't know!
Gongaytulations! ;)
travis
04-06-2005, 01:07 PM
ive tested the map @ 9600XT and it doesnt run to badly and while im here i have to say its damn sexy. Anticipate big things from the final release of this map. Top job thus far rick and i hope to see more of the same in future :D
Watchtower
04-06-2005, 03:33 PM
I think this has become our rambling thread, very cool.
Btw, Ginger, Jed, whos the wife? :p
[H2H]MetalHeart
04-09-2005, 08:13 AM
[H2HSnake...
damn i still hate the look of the trees and bushes in HL2 :/ is it possible that maps for DoD will ever look like this?
http://img.photobucket.com/albums/v239/Nullamere/misc/Resizeofbia2005-03-2700-52-37-37.jpg
Watchtower
04-09-2005, 09:58 AM
I think as soon as trees and grass are available like that, then yes, dod will look as good or better.
HCdeathroll
04-10-2005, 01:22 AM
That BiA scren reminds me of something I want to request in a sugg. thread. WEAPONS NEED DETAILED SLINGS!. And awsome mapping guys! love it.
Colonel Forbin
04-10-2005, 05:38 PM
I'm going to fire that mower boy.
Originally posted by Maxey
Oh, I didn't know!
Gongaytulations! ;)
That's comical coming from a guy with a custom title like yours.
Maxey
04-10-2005, 06:02 PM
Originally posted by Zao
That's comical coming from a guy with a custom title like yours.
Actually I didn't choose my title, but is cooler then the ones I initially wanted.
BTW, who changed my user-title? I want to have his childrens. :D
Sly Assassin
04-11-2005, 02:19 AM
travis
04-11-2005, 03:54 AM
lookin better by the day rick, only suggestion would be too "de-squarify" the corner rubble.
tops.
happyernst
04-12-2005, 11:56 AM
dod_pooltime (http://img212.echo.cx/img212/8177/dmpooltime00005dz.jpg) -- first source test for me :o (porting old maps)
but its not ready (first compile screen)---now i make 3dsky+details
haircut
04-12-2005, 12:17 PM
nice one happyernst.
looks fun :)
Originally posted by happyernst
dod_pooltime (http://img212.echo.cx/img212/8177/dmpooltime00005dz.jpg) -- first source test for me :o (porting old maps)
but its not ready (first compile screen)---now i make 3dsky+details
I have some fond memories of that map :) Might want to make sure you extend the weaponstrip entity all the way up the stairs from the spawns, though. I remember people throwing their rifles through the doorway, picking them up and proceeding out annihilate people who didn't think to do it. It looks good, though. Looking for ward to it ;)
happyernst
04-12-2005, 02:31 PM
Yes i had some bad Bugs in there :mod: but bugusing is bad too :mad: (but also fun to find a way to use)
Ol' Noodle Head
04-12-2005, 06:43 PM
That pooltime puts me in mind of the old Flash. Which brings to mind the question: Will the new Source Flash have
a) A pool (ahhh jk please)
and
b) A winter version????
I used to enjoy changing my Flash map with the real seasons. Remember, "DoD is real. My job is a game." - Bat21
floMatic
04-12-2005, 09:29 PM
nice happy really nice ;)
this is my current source project
not really a map :p
http://flomatic.bei.t-online.de/stuart.jpg
Originally posted by Ol' Noodle Head
b) A winter version????
I used to enjoy changing my Flash map with the real seasons. Remember, "DoD is real. My job is a game." - Bat21
Erm... If Source allows custom .wad's and someone's willing to make one along with custom models, sure, I guess.
travis
04-12-2005, 09:43 PM
<3 flo, very noice
Liebgott
04-13-2005, 03:26 AM
Originally posted by Ginger Lord
You've probably all seen what I'm working on in Source :P
hm...... don't think so, wait, who are you again? ;)
travis
04-13-2005, 04:07 AM
Originally posted by Liebgott
hm...... don't think so, wait, who are you again? ;)
for the love of god dude stop spamming the forums just to up your post count. Its not a very well known fact i know but your post count is not relative to the size of your e-:crown::crown::crown::crown::crown: and its also a very good way to get banned from the dod forums and then what will you think all those countless months you spent contributing absolutely nothing. Will it have been time well spent when your banned?
Travis, get a firm grip, ok? They know each other, it was a joke. Lighten up a bit.
killer tomato
04-13-2005, 07:06 AM
Originally posted by travis
for the love of god dude stop spamming the forums just to up your post count. Its not a very well known fact i know but your post count is not relative to the size of your e-:crown::crown::crown::crown::crown: and its also a very good way to get banned from the dod forums and then what will you think all those countless months you spent contributing absolutely nothing. Will it have been time well spent when your banned?
What you need is a:
http://us.movies1.yimg.com/movies.yahoo.com/images/hv/photo/movie_pix/columbia_pictures/anger_management/_group_photos/adam_sandler6.jpg
Trp. Jed
04-13-2005, 10:16 AM
Just to scare flo... ;)
Watchtower
04-13-2005, 10:22 AM
lol, make it a buggy replacement Jed!!!
That'd be great.
Im getting very tempted to show off some sourcey goodness myself.
Originally posted by Trp. Jed
Just to scare flo... ;)
:eek:
That looks damn good, man.
floMatic
04-13-2005, 12:45 PM
Originally posted by Trp. Jed
Just to scare flo... ;)
you don't really scare me dude :p
but looking good man
Trp. Jed
04-13-2005, 03:29 PM
Originally posted by floMatic
you don't really scare me dude :p
Oh go on, fear me just a little. Purleeeez?
Day of Defeat Forum Archive created by
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This in an partial archive of the old Day of Defeat forums orignally hosted by
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.