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-   -   ff_badlands (https://forums.fortress-forever.com/showthread.php?t=1923)

o_stino 07-17-2005 09:17 AM

Quote:

Originally Posted by Etzell
These textures suit the map just fine.

Also, I'd like to see rock walls that aren't 100% sheer. They look outdated and out of place.

there we go again, what is sheer?

and if you have some textures, feel free to send them :D

o_stino 07-17-2005 09:19 AM

Quote:

Originally Posted by Leetard
Agree with Etz, definately could use a bit more of a 'rocky' look. Play with displacement.


As for the rest its looking good and true, this is one of my fav maps. Once you add some details/statics on the outside I think itll give it a great new 'source' feel. Of course you have more textures to play with. Take your time, seeing you have plenty of it. We support ya.

Workin on any 3d skyboxes? They are absolutely awesome, a definate must for a map in source. Hows it run?

i agree, skybox are awesome, but where do i have to put them? there is not much sky that is visible. skybox objects will be invisible, only if i put it above the map, but what can i put there, some planes flying by, ...

(can a mod just put this post after my previous)


found some inspiration for sky box
http://www.irtc.org/ftp/pub/stills/1...-31/plemv8.jpg

Circuitous 07-17-2005 11:23 AM

Sheer means straight, vertical, and mostly smooth.

o_ginger lord 07-17-2005 11:24 AM

The top of the cliffs are also flat. The face of them is nice and bumpy but looking along the top they are all:



-------------------------------------


Flat.

Add some more bumps, or some grass or a few dead trees to break up the lines.

o_stino 07-17-2005 12:24 PM

Quote:

Originally Posted by Ginger Lord
The top of the cliffs are also flat. The face of them is nice and bumpy but looking along the top they are all:



-------------------------------------


Flat.

Add some more bumps, or some grass or a few dead trees to break up the lines.

grass is coming with detail props, now i'm working at the large foliage and skybox, and some preformance fixes :D

does someone knows how to add the heat effect?

if you have played hl1: source you will see this effect at the rocket engine that blast at the 3 arms of some giant alien plant.
the level where you have to get the oxigen and fuel to work.

and how does "%detailtype" work? can't get it working :(

AND can someone explain this: (the colors that come trough the lighting?)
oh yes, you can also see that i have experimented with bumb maps, bad result :(

http://193.138.204.186/~sgware/mapin...usttxt0043.jpg

am i wrong or aren't there any detpack spots in badlands?

o_ivaqual 07-17-2005 03:37 PM

i think this map would look good with a sunsettish lighting. imo light rays coming through the canyons with a pink/reddish tint would really kick ass.

o_stino 07-17-2005 03:44 PM

Quote:

Originally Posted by nagual678
i think this map would look good with a sunsettish lighting. imo light rays coming through the canyons with a pink/reddish tint would really kick ass.

lol, the pink/reddish tint is not created on purpose, it's a bug, and i don't know how to fix it

o_ivaqual 07-17-2005 03:57 PM

i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free

at any rate this port is shaping up nicely

o_stino 07-17-2005 04:28 PM

Quote:

Originally Posted by nagual678
i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free

at any rate this port is shaping up nicely

like i said, those ropes are NOT collinding with the player

o_travis dane 07-17-2005 04:38 PM

Quote:

Originally Posted by stino
Quote:

Originally Posted by nagual678
i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free

at any rate this port is shaping up nicely

like i said, those ropes are NOT collinding with the player

Then why are those ropes there in the first place? I know they might add a little realism to the bridge, but then again, this is FF we're talking about, not CS.

o_stino 07-17-2005 05:13 PM

Quote:

Originally Posted by Travis Dane
Quote:

Originally Posted by stino
Quote:

Originally Posted by nagual678
i know that, i just imagined the map in that general hue and thought it'd look good :wink:
btw, what about these ropes the bridge is being hanged from ? i still want to be able to conc from there to the enemy base hassle free

at any rate this port is shaping up nicely

like i said, those ropes are NOT collinding with the player

Then why are those ropes there in the first place? I know they might add a little realism to the bridge, but then again, this is FF we're talking about, not CS.

ok, fine, i will remove them, i thought it would add some detail to the bridge, but ok, i'll remove them!
(no, i'm not mad :D)

Quote:

Add some more bumps, or some grass or a few dead trees to break up the lines.
the trees are there, but the grass, can't gat the detail props on the texture :s

o_etzell 07-17-2005 05:18 PM

Remember, make sure the walls aren't so flat!

o_stino 07-17-2005 05:28 PM

Quote:

Originally Posted by Etzell
Remember, make sure the walls aren't so flat!

walls? do you mean indoor?
i'm trying to do that :D

but i need the grass and heat effect
if you don't know what i mean, try to play san andreas, if you walk in the desert you will see the effect,
you can also try to look trough the air above a heat source, ex. a bbq
but how do i get in-game?

o_imbrifer 07-17-2005 05:29 PM

I know the effect was done in ravenholm with the gas for the fire machiney thing. Look into how to activate fire and such at www.snarkpit.net or some other tutorial place and you might find out how to make those heat waves.

good luck.

o_stino 07-17-2005 05:31 PM

can you tell me the mapname, i have a decompiler, so i can try to figure it out, (no, don't tell me to decompile the hl: source map, becouse i can't for some reason :s)

o_imbrifer 07-17-2005 06:13 PM

Err... no, I don't remember the map name. It was the very entrance to ravenholm, though - same area where the corpse is being electrocuted on the fence, etc.

o_stino 07-17-2005 06:58 PM

i've got the grass working (half) it only appears at one of the alpha textures, not at the other one :(

ladder position changed
http://193.138.204.186/~sgware/mapin...usttxt0044.jpg

these colors are coused by the skybox.
http://193.138.204.186/~sgware/mapin...usttxt0045.jpg

and at least, the grass:
http://193.138.204.186/~sgware/mapin...usttxt0046.jpg
http://193.138.204.186/~sgware/mapin...usttxt0047.jpg


oh, can someone make models from this rocks (for skybox use :D)
http://www.irtc.org/ftp/pub/stills/1...-31/plemv8.jpg

o_etzell 07-17-2005 07:11 PM

Quote:

Originally Posted by stino
Quote:

Originally Posted by Etzell
Remember, make sure the walls aren't so flat!

walls? do you mean indoor?
i'm trying to do that :D

but i need the grass and heat effect
if you don't know what i mean, try to play san andreas, if you walk in the desert you will see the effect,
you can also try to look trough the air above a heat source, ex. a bbq
but how do i get in-game?

Sorry, my bad, I meant the cliff walls.
Also, the ladder is still in the wrong spot. And don't forget the ledges above that place, where you can run around and ambush people from.

o_ivaqual 07-17-2005 07:29 PM

looks much better now !
i'll try and see if i can whip up a canyonish skybox but i don't promise anything. i believe at any rate that there is a terrain generator specially made for hammer ? can't remember the name though :?

as for the "rainbow" shadowing : did you mess with the map compile configs ? i'm pulling this out of my ass but maybe there is an unwanted or badly configured variable floating around.

o_kam 07-17-2005 09:00 PM

Quote:

does someone knows how to add the heat effect?
env_steam set to heat haze, they eat fps though and wont show in dx7 afaik

pink lighting = place some env_cubemaps and buildcubemaps in game

skybox = look on http://www.planethalflife.com/wadfather/ for some 512x512 env maps, prefix the name with sky_ and put this in the .txt when you run vtex
Code:

"$skybox" 1
"$nocompress" 1

vmt looks something like this:
Code:

"UnlitGeneric"
{
        "$baseTexture" "skybox/sky_blahblah_ft"
        "$nofog" 1
        "$ignorez" 1
        "$skybox" 1
}



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