liteluvr Posted March 30, 2005 Share Posted March 30, 2005 The first complete map took a nose dive, and since I was never happy with it anyway, I started working on another idea. Inspired by some pictures of abandoned Russian factory sites, I started this one with a catwalk and a set of stairs. This one is coming along very nicely, with most of the interior details done, and the perimeter stuff on the way. Nearly everything in the compound is a floor, including several of the building roofs, connected by 'tin sheets' as footbridges. Several of the catwalks are navigable, and lots and lots of overgrown grass to hide in. This one looks to be a bear to use the lighting tool on, especially since I've not used it yet.... As it progresses, I'll keep this thread updated. Quote Link to comment Share on other sites More sharing options...
X69RZX Posted March 30, 2005 Share Posted March 30, 2005 That looks sweet! Quote Link to comment Share on other sites More sharing options...
liteluvr Posted March 30, 2005 Author Share Posted March 30, 2005 Some in-game screenshots.... still rough, but coming along nicely for only a few days work... Quote Link to comment Share on other sites More sharing options...
Buck50 Posted March 30, 2005 Share Posted March 30, 2005 Quote Link to comment Share on other sites More sharing options...
jay316 Posted March 30, 2005 Share Posted March 30, 2005 wow this looks great, please finish this one off and release it, im sure if you have trouble with the lighting someone here will be able to help. Quote Link to comment Share on other sites More sharing options...
GRT Posted March 30, 2005 Share Posted March 30, 2005 Just follow this Its very simple. Id suggest grouping your bunkers has indiviaul rooms and add some "furniture" in them. Also occulders would be great inside the walls of the buildings. Just suggestions. Quote Link to comment Share on other sites More sharing options...
el nino foxhound Posted March 30, 2005 Share Posted March 30, 2005 still rough, but coming along nicely for only a few days work... What a well spent few days This map is looking great, really looking forward to see it in the game. Quote Link to comment Share on other sites More sharing options...
BornToKill Posted March 30, 2005 Share Posted March 30, 2005 Looking smart keep it up. Quote Link to comment Share on other sites More sharing options...
The Worm Posted March 30, 2005 Share Posted March 30, 2005 A few days?! dang, you work fast! Just a reminder, that for the lighting tool to work properly, all your map textures, even the stock ones, have to be copied and pasted into a single folder, preferably the mod map folder Quote Link to comment Share on other sites More sharing options...
liteluvr Posted March 30, 2005 Author Share Posted March 30, 2005 Just a reminder, that for the lighting tool to work properly, all your map textures, even the stock ones, have to be copied and pasted into a single folder, preferably the mod map folder Thanks, Worm... I wondered if that was going to be necessary... While I'm on topic... here's a question that's been running around in my head.. All the structures that are 'enterable', ie bldgs, are grouped, with unique names. When I export the map, it seems the only way to get Igor to like it, is for me to group EVERYTHING (sans trees) into group _1 and then export. My hunch is that this will play hell with the lighting tool. What do I need to do to export successfully without having to group everything into _1? Quote Link to comment Share on other sites More sharing options...
Zeko Posted March 30, 2005 Share Posted March 30, 2005 Portals and roomlist.txt. Check pdf and forums. Great map btw! Keep it up m8! Quote Link to comment Share on other sites More sharing options...
GRT Posted March 30, 2005 Share Posted March 30, 2005 _1 is the main outside playing room. You could group and tag the inside building geometry has _2,_3 and so on. Then add portals infront of the doorways. Your not suppose to group dynamic objects with rooms though.. ie trees, doors, moving objects. Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 30, 2005 Share Posted March 30, 2005 Looks very nice. Lots of repetition with the buildings but that's ok. Using the lighting tool will make your map come alive. So take some effort in trying to use it. It's not that hard really. Good luck! Quote Link to comment Share on other sites More sharing options...
liteluvr Posted March 30, 2005 Author Share Posted March 30, 2005 Some more details added.... mainly trees and some fill stuff in the open areas. Exterior stuff to come next. Quote Link to comment Share on other sites More sharing options...
sleeper Posted March 30, 2005 Share Posted March 30, 2005 Looks great to me. If you hit a snag, there's plenty of us here to help out, don't give up. I'd like to see this one completed. Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 30, 2005 Share Posted March 30, 2005 Some more details added.... mainly trees and some fill stuff in the open areas. Exterior stuff to come next.← Keep in mind that you're hitting the engine with a lot of geometry in a small area. Test your map with FPS on to see how it affects the gameplay. It would be a shame to spend a lot of time modeling and texturing things, only to find out later it was too much of a strain on the engine itself. While testing, take a full platoon with you. Quote Link to comment Share on other sites More sharing options...
*NexuS* Posted March 30, 2005 Share Posted March 30, 2005 Now that looks real good....need a scripter ?? Quote Link to comment Share on other sites More sharing options...
Biro Posted March 30, 2005 Share Posted March 30, 2005 Nice amount of detail, and nice layout! Looking forward to see a lit version of the map! Keep it up! Quote Link to comment Share on other sites More sharing options...
KRP 56 Posted March 31, 2005 Share Posted March 31, 2005 Great looking map. Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted March 31, 2005 Share Posted March 31, 2005 Awesome looking map litluvr. How big is it going to be once completed? Quote Link to comment Share on other sites More sharing options...
BrandonKappel Posted April 1, 2005 Share Posted April 1, 2005 Dang you work fast, great job. Quote Link to comment Share on other sites More sharing options...
XE_Joker Posted April 1, 2005 Share Posted April 1, 2005 this looks awesome Quote Link to comment Share on other sites More sharing options...
ingeloop Posted April 11, 2005 Share Posted April 11, 2005 really good work man! wish i had the things to make maps. from what i´ve heard it´s a tough job indeed. don´t loose the pace man. /ingeloop Quote Link to comment Share on other sites More sharing options...
OSO Posted April 15, 2005 Share Posted April 15, 2005 Beautiful looking work and very creative. Unfortunately, once you get it all chopped up and full of portals it will become unplayable. If you leave everything as room 1 it should run pretty good but then you have the weather problem and lighting may not look right. I would recommend closing up a lot of those open windows and just leaving a few open or you'll run into lag problems. The problem is GR doesn't occlude very well and when you start having a lot of portals facing each other or in close proximity, the engine chokes. Quote Link to comment Share on other sites More sharing options...
liteluvr Posted April 17, 2005 Author Share Posted April 17, 2005 Oso, I'd already tried portals and it was a disaster on this map, so I'd dropped it back to a single room. I may go in and block out the windows as well.... overall, it's coming along nicely. However, it's a HUGE map... 12 meg. I need to find some way to pare it down a bit. May lose some of the rocks and foliage... and maybe some of the cylindrical meshes. On my laptop, it plays well with normal performance, compared to the usual GR maps. I'm probably gonna be looking for a volunteer to help my finish this off with lighting, and optimization... I'll glady send the MAX file and share credit on the map final. Quote Link to comment Share on other sites More sharing options...
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