dod_kalt@night_b2


B@D
01-01-2008, 02:55 PM
The first released map of 2008 kalt@night_b2

dod_kalt with a night time setting !

CREDITS ........ VALVE for the great map !!!

Custom night time sky box textures by the Insurgency Mod Team .... hipshot

Original kalt mini map , map credits Included in bsp

You can download the map below http://murdergrounds.com/dod_kalt@night_b2.zip

Release pics below...


http://murdergrounds.com/images/screenshots/kalt/001.jpg
http://murdergrounds.com/images/screenshots/kalt/002.jpg
http://murdergrounds.com/images/screenshots/kalt/003.jpg
http://murdergrounds.com/images/screenshots/kalt/004.jpg
http://murdergrounds.com/images/screenshots/kalt/005.jpg
http://murdergrounds.com/images/screenshots/kalt/006.jpg
http://murdergrounds.com/images/screenshots/kalt/007.jpg
http://murdergrounds.com/images/screenshots/kalt/008.jpg
http://murdergrounds.com/images/screenshots/kalt/009.jpg
http://murdergrounds.com/images/screenshots/kalt/010.jpg
http://murdergrounds.com/images/screenshots/kalt/011.jpg
http://murdergrounds.com/images/screenshots/kalt/012.jpg
http://murdergrounds.com/images/screenshots/kalt/013.jpg
http://murdergrounds.com/images/screenshots/kalt/014.jpg
http://murdergrounds.com/images/screenshots/kalt/015.jpg
http://murdergrounds.com/images/screenshots/kalt/016.jpg
http://murdergrounds.com/images/screenshots/kalt/017.jpg
http://murdergrounds.com/images/screenshots/kalt/018.jpg
http://murdergrounds.com/images/screenshots/kalt/019.jpg

MadMonk
01-01-2008, 03:36 PM
good deal. played it last night. the night time twist to the stock maps are pretty good.

SLi-WooDy
01-01-2008, 04:52 PM
i will playtest this map, love the moon and sky.
if it offer something different to the normal version i will replace on the Tabu server www.tabuclan.co.uk.

is the layout exactly the same?

Guyver
01-01-2008, 07:54 PM
That moon looks awesome...:D

Cpt Ukulele
01-01-2008, 08:16 PM
Needs more werewolves.

Thanks for the map. :)

ultranew_b
01-01-2008, 09:24 PM
Nice B@D !

Furyo
01-01-2008, 09:54 PM
Add a thin layer of bluish fog to this (very subtle) and change your ambient light to a darker blue too. The entire map looks too yellow for this to be realistic, but the skybox is top notch.

For an added layer of awesomeness, you could add a nodraw func_tracktrain brush with the face facing the player textured with a nice cloud texture (with alpha). Rig it to a path_track and set a random timer to trigger it, so it looks in game like there are actual moving clouds every now and then passing in front of the moon.

Adds no extra cost except for that texture, looks nice and works like a charm. I used the same trick in the Dark Messiah menus

Pvt.Snail
01-02-2008, 02:12 AM
Thanks B@D, on server. Cheers.

Ol' Noodle Head
01-02-2008, 09:31 AM
Lovely. Nice job, B@D. Furyo has a great idea there, you should run with it.

NotAgOat
01-02-2008, 11:24 AM
I haven't tried it yet, but it seems like it would play much better.

SLi-WooDy
01-02-2008, 12:36 PM
thx b@d on tabuserver now, this is what peeps are saying about the map.

sky is awesome!
lighting isnt quiet correct, tough to get right tho as peeps will moan its to dark!
blue tint seems the way to go, or remove the snow altogether and have running water under mill ( now tht sounds interesting IMO)

thx again b@d and look forward to b3.

Ol' Noodle Head
01-02-2008, 01:16 PM
For b3, I suggest going for Furyo's idea, +plus+ make it a summertime map. Don't forget to uncheck 'World is Cold'.

Change around some of the other details (props, etc...don't change the routes) and you've really got a winner.

B@D
01-02-2008, 11:05 PM
For an added layer of awesomeness, you could add a nodraw func_tracktrain brush with the face facing the player textured with a nice cloud texture (with alpha). Rig it to a path_track and set a random timer to trigger it, so it looks in game like there are actual moving clouds every now and then passing in front of the moon.
Adds no extra cost except for that texture, looks nice and works like a charm. I used the same trick in the Dark Messiah menus

Thanks Furyo

I think you are right about the fog as well as the lighting bluish fog with more bluish ambient lighting will be next thanks .

This moving clouds you speak of is this the same thing kalt had in it already where the moving clouds pass over in front of the env_sun ?

I will gladly give that a try but getting entities correct can take me some time this could delay the progress abit :eek: unless i could get a pro level designer like your self to help if i cant get it right ;)

Thanks everyone for all the feedback

Furyo
01-03-2008, 06:12 AM
I don't recall Kalt using that technique, rather models. Either way works, but models are not as user friendly in your case. Hardest part for you is to get the texture somewhere or make it yourself. I'll handle the entities if you can't

Actually regarding the lighting, if the skybox is Insurgency's, you might as well try their own light_environment values

B@D
01-03-2008, 08:57 AM
I don't recall Kalt using that technique, rather models. Either way works, but models are not as user friendly in your case. Hardest part for you is to get the texture somewhere or make it yourself. I'll handle the entities if you can't

Actually regarding the lighting, if the skybox is Insurgency's, you might as well try their own light_environment values

I am using their light_enviroment values I just darkened it up some I compiled it once with their values but I did not think it was dark enough.

I have the texture for the clouds I have moving clouds on argentan@night covering the sky I think it is the same thing you are talking about doing but my clouds are moving constantly .

As for kalt using that i am pretty sure i deleted something like that in the 3d skybox when i started this map I will look at the original file again to see thanks for the help.

Ol' Noodle Head
01-04-2008, 10:46 AM
B@D, we'll be playing this during our FNF SnowDay (http://www.dayofdefeat.net/forums/showthread.php?p=1097657#post1097657) weekend extravaganza. Put on your mittens and join us.

B@D
01-04-2008, 02:06 PM
Thanks Noodle me and a few of my [MG] boys will stop by and fragg the hell out of you all thanks for the invite

Formologic23
01-04-2008, 09:56 PM
Wow, what a map. You nailed this one B@D, really nice job. Other than the suggestions (in which I would implement), this map is perfect. You got the lighting right and the lighting makes sense.

I wish I could see some snowflakes dropping, but that doesn't ruin it for me in any way.

Again, this is the best @night yet. Love it.

HuXx
01-05-2008, 03:24 AM
I wish I could see some snowflakes dropping

Some one been playing CoD4? ;)

Very nice version, Kalt is my second fav Stock map, so A hearty Well done from me :D

YankiE
01-05-2008, 09:58 AM
Nice B@D, is good Map !!! (can you make dod_donner@night ???)

Thanks !!!

B@D
01-05-2008, 05:11 PM
Thanks for all the nice comments on the map I am currently working on the lighting and fog will post some new pics asap .

either anzio or donner will be my next night version :D

Colonel_Krust
01-05-2008, 05:20 PM
this would be great for the zombie mod.

Formologic23
01-05-2008, 05:20 PM
Thanks for all the nice comments on the map I am currently working on the lighting and fog will post some new pics asap .

either anzio or donner will be my next night version :DAnzio would be awesome if the lighting is right. Lighting is everything!

B@D
01-13-2008, 03:02 PM
Here are a few new pics all video settings on high and dxlevel 9 just incase I had someone tell me they were seeing shinny textures everywhere .

Tell me what you think please........:cool:

http://murdergrounds.com/images/screenshots/kalt/b40.jpg

http://murdergrounds.com/images/screenshots/kalt/b41.jpg

http://murdergrounds.com/images/screenshots/kalt/b42.jpg

http://murdergrounds.com/images/screenshots/kalt/b43.jpg

http://murdergrounds.com/images/screenshots/kalt/b44.jpg

http://murdergrounds.com/images/screenshots/kalt/b45.jpg

http://murdergrounds.com/images/screenshots/kalt/b46.jpg

Darklord2003
01-20-2008, 03:33 AM
Here is a Highspeed Mirror.

No Registration needed.


Mirror (http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=1002)


Mirror sponsored by dodmap.com (http://www.dodmap.com)

YankiE
01-31-2008, 07:43 PM
@ B@D

Updates???

piu piu
02-01-2008, 09:43 AM
it looks awesome! please keep "nightifying" maps.

B@D
02-01-2008, 09:47 AM
I do have a updated version I will upload and post details for release this weekend
It has much better lighting and fog and I even opened up two more buildings 1 on each side of the bridge .

Formologic23
02-01-2008, 03:09 PM
Yeah, I have a blast on this map. It really brought new life to Kalt for me. You really did a nice job on the map.

nave
02-01-2008, 07:18 PM
Yea. The fog in this version is wrong. Fiction, if you will.

Lighting looks good, though.

Formologic23
02-01-2008, 08:11 PM
Yea. The fog in this version is wrong. Fiction, if you will.

Lighting looks good, though.I was at work when I posted earlier, which is basically dial-up, so I ignored the pics and was commenting on B1.

I agree with nave, the fog is wrong.

B@D
02-03-2008, 10:55 PM
Here are a few new screens from this last compile I hope these look better also shows new houses open .

http://murdergrounds.com/images/screenshots/kalt/b51.jpg

http://murdergrounds.com/images/screenshots/kalt/b52.jpg

http://murdergrounds.com/images/screenshots/kalt/b53.jpg

http://murdergrounds.com/images/screenshots/kalt/b54.jpg

http://murdergrounds.com/images/screenshots/kalt/b55.jpg

http://murdergrounds.com/images/screenshots/kalt/b56.jpg

http://murdergrounds.com/images/screenshots/kalt/b57.jpg

piu piu
02-04-2008, 02:11 AM
hmm. the colour and brightness of fog in the version before looked way more realistic.

B@D
02-04-2008, 12:19 PM
I thought the same piu piu but i was going on Fuyro's suggestions guess i screwed it up :D

Furyo
02-04-2008, 12:30 PM
Yeah, the fog is too bright, it should be way darker. When I said light I wasn't referring to the color but the intensity.

B@D
02-04-2008, 03:55 PM
Add a thin layer of bluish fog to this (very subtle) and change your ambient light to a darker blue too. The entire map looks too yellow for this to be realistic,

I made the fog bluish like you said and i made the ambient a darker blue like you said to now how do i reduce the density of the fog ?

SLi-WooDy
02-04-2008, 04:01 PM
increase the distance between the start and end of the fog.
fog start= when the fog appears to "start" from the players view.
fog end= controls the density by "spreading" out the fog in relation to the fog start.

so say fog start is 500 and fog end is 700 this is a real dense fog tht APPEARS 500 units away from the player.

if i keep the 500start and increase the end to 10000 then the fog very weak.


once you get the density right start to bring the start distance forward until ur happy.

just looking at your screenshots it would appear your start fog is to far as every thing close up is clear, and then the fog appears all of a sudden.
hope this helps

Furyo
02-04-2008, 05:24 PM
Well I guess I should have been clearer....

Add a thin layer of DARK bluish fog to this. Go full black and tint it dark blue.

B@D
02-04-2008, 06:21 PM
LMAO Furyo you need to be crystal clear with me sorry i will give it a try tonight thanks

B@D
02-05-2008, 08:26 PM
Ok hows this it looks right to me now.

http://murdergrounds.com/images/screenshots/kalt/b58.jpg

http://murdergrounds.com/images/screenshots/kalt/b59.jpg

http://murdergrounds.com/images/screenshots/kalt/b60.jpg

ultranew_b
02-05-2008, 08:46 PM
..looks good now b@d !

:)

Furyo
02-05-2008, 10:34 PM
Color is ok (could be a little more blue) but you now need to work on the intensity. Make it end further away so it blends in more smoothly. I'm almost certain your fog start value is at 0 or above, try and make it -600 or so, so there is continuity throughout the map. If done right it'll be subtle enough your map won't turn into a foggy map, but will have a lot more depth. The primary gameplay function of fog in a 3D environment is to help players discern how distant they are from the surrounding buildings.

Oh, and on that Moon screenshot, add a very subtle bluish white light with a 50% distance of 1 and a 0% distance of about 3000, to try and get some more presence for the moon in the scene. A moon this big, there should be lighting differences when it's not blocked.

Warning: This will require tons of tweaking to get right.

AcidBurn
02-06-2008, 01:37 AM
WOW

i need to get into mapping for source the lighting effects are just sick

very nice

B@D
02-06-2008, 08:10 AM
well I have it starting at 900 and ending at 1900 much like it did in the map the skybox came from I will try the -600 also should i have fog blend on or off ?
and there was another setting like 0.1 max density that is on a 1 now what should that be on ?

Furyo
02-06-2008, 10:41 AM
900 to 1900 may be fine in a dark night map in Insurgency, but you're lighting up your streets so as lighting doesn't effect fog you need to make it look like it does. In a lit up street, you could see through the fog a bit more. Right now it looks like there's no fog and all of a sudden it's pitch black.

Fog blend is for the blending between the fog and the sky, not world geometry. I haven't seen that it makes that much of a difference so you'll have to see for yourself. Don't know about max density

B@D
02-07-2008, 04:43 AM
-600

http://murdergrounds.com/images/screenshots/kalt/61.jpg

http://murdergrounds.com/images/screenshots/kalt/62.jpg

http://murdergrounds.com/images/screenshots/kalt/63.jpg

piu piu
02-07-2008, 06:00 AM
in the last pic it looks kinda strange how the fog darkens the streetlight.
maybe that's a cool effect ingame when the streetlight lits up as you move forward but i can't judge that from a pic.

i have to say that the first version without fog looked perfect to me. and your first fog try looked good either. to be honest - this looks worse.

B@D
02-07-2008, 06:03 AM
Yea and pics are way darker then in game

Furyo
02-07-2008, 06:24 AM
huh, just saw the second set of pics for the first time today and they indeed are better...

B@D
02-07-2008, 07:49 AM
Oh, and on that Moon screenshot, add a very subtle bluish white light with a 50% distance of 1 and a 0% distance of about 3000, to try and get some more presence for the moon in the scene. A moon this big, there should be lighting differences when it's not blocked.

Warning: This will require tons of tweaking to get right.



just what type of light entity are you refering to to do this ?

Ol' Noodle Head
02-07-2008, 07:54 AM
Looking forward to this, B@D. I love that you opened a couple other buildings.

I say go further and take out a lot of the unnecessary props (especially the tiny ones like coffee cans and the like). Make it look much different, environmentally. Maybe add snowdrifts in places.

Furyo
02-07-2008, 08:44 AM
just what type of light entity are you refering to to do this ?

Just a normal light. with the settings your goal is to make it so the light becomes more of an ambient light than a specific light spot. So make it over a longer distance but very dim. Like an intensity of 20

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