[WIP] cp_tone

Ida

deer
aa
Jan 6, 2008
2,289
1,372
In the first picture of your last post, the roof needs work. See how they kinda cross over each other?

Other than that, what you currently have looks very solid to me. But you're going to change the sky, though, right? sky_gravelpit_01 is very similar to the one you currently have, that would probably work well.
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
yeah skybox is at the bottom of my priorities right now hehe, but iwas planning to maybe have it set at dusk? if anyone knows of a sky tex that would work for that?
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
no leaks that i know of? theres no light source so why would there be shadows?
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
Heres some screens of the work i've been doing recently:


cp_tone_beta_10000-1.jpg


cp_tone_beta_10002-1.jpg


cp_tone_beta_10004-1.jpg


cp_tone_beta_10005-1.jpg


cp_tone_beta_10006-1.jpg


cp_tone_beta_10008-1.jpg


cp_tone_beta_10009-1.jpg
 

Géza!

L4: Comfortable Member
May 12, 2008
183
40
Please, please, put in a light_environment! I know it's WIP and all, but all this nice architecture and detail you got there looks ugly in fullbright!
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Indeed, it doesn't matter a whole lot for personal testing it does help us give usefull comments on your screenshots and its an absolute must for any public release (Alpha, beta or otherwise)
Also it means you're less likely to get model textures creeping in because in fullbright you can't tell but with some lighting the pop out instantly
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
ok i've added a light_environment, theres no other lights in the map right now so its pretty dark, but heres a comparison:

cp_tone_beta_10007-2.jpg

cp_tone_beta_10001-1.jpg



i have just one quick question, what kind of prop should i use for the cart/traintrack model ect:

cart.jpg


I've tried prop_static and prop_detail but ingame i can walk through the cart and the tracks return a bunch of errors in the console.


Is there a list somewhere of what models should be used with what props?

thx - Pendaz
 
Last edited:

Laz

L420: High Member
Jul 5, 2008
461
35
Make sure your env_light is pointing down, (Pitch value between 0 and -90) in that dark screenshot it looks like it is pointing horizontal or up. A value of -68 or so does fine you can always finetune it later on.

Your map is looking good though, keep working on it, and keep performance in mind from the start.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Still looking nice, but I'll wait until you've got proper shadows and stuff until I'll comment on the design. As for that cart, you've probably set collisions to "Not Solid". You should set the collisions to "Use VPhysics" in its properties, I think. Anyway, since that cart is filled with ammo and health packs, it might be kinda distracting, so maybe you should use the model mining_car_metal instead?

yeah skybox is at the bottom of my priorities right now hehe, but iwas planning to maybe have it set at dusk? if anyone knows of a sky tex that would work for that?

sky_well_01 looks kinda like dusk, but with those tall buildings all over the place, I don't think it'll be easy to see. I guess you could use lighting to create something that looks like dusk, though, if you experiment.
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
having some problems since i put the light_environment in.

in one place the lighting looks good, then i move forward a few steps and it goes dark, then i move forward again and it gets light again... very strange, the light kinda 'fades' in and out
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
No because its too easy, you check in the texture viewer if the texture path begins with models/wood_beam or something, if it starts with models/, dont use the texture.
 

Fyfey

L2: Junior Member
Jan 24, 2008
54
4
Go into the face edit sheet (Shift+A) and click 'Browse'.

Tick the 'only used textures' box and look for any with the words 'prop' or 'model' in. If you find one... select it and click 'replace'.
Cap C.jpg

Click browse on the right hand side. You need to look for the same texture but without the 'prop' or 'model' bit. In this case it's just 'wood/'. Once found, double-click to choose it.
2015-08-05_00001.jpg

Click OK and Hammer should hopefully tell you it's replaced the textures for you.
Cap D.jpg
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
After replacing all my prop textures and adding a few lights here and there along with a light_env. heres what i have up to now:


View from the first capture point:

cp_tone_beta_10008-2.jpg


Notice the lights over the point, do have spotlights in them but for some reason they dont work?
cp_tone_beta_10007-3.jpg


The roof section of the red building to the left still needs finishing, was having some problems getting the brushes to line up.
cp_tone_beta_10006-2.jpg


cp_tone_beta_10005-2.jpg



Need some sewing work on the ramp
cp_tone_beta_10004-2.jpg


This is a view from one of the entrances to the capture point/exits from spawn.
cp_tone_beta_10003-4.jpg



Another entrance from blue spawn, needs some lighting work as its only lit from the light_env at the moment
cp_tone_beta_10002-3.jpg



Same area from another angle
cp_tone_beta_10001-2.jpg



Tunnel Leading to the first capture point, showing the cart prop that you're still able to pass through?
cp_tone_beta_10000-2.jpg



Thanks for watching. i really appreciate your help/comments/suggestions with this


-Pendaz
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Yup, you definitely need a TF2 skybox texture, or at least something that looks like it.

The architechture in the last of those pics is very nice. I normally don't have the patience to create such things, sadly. >.>
 

Pendaz

L2: Junior Member
May 28, 2008
60
0
Thanks for the input, i have changed the sky texture to sky_hydro_01 for now although im not sure if im happy with how that one looks. i'll post some screen dumps soon


I still have the problem with the collision on the cart model.

heres the cart properties:

CartProperties.jpg


as you can see i have collision set to vphysics, i've tried bounding box also with the same results... maybe someone can see what im doing wrong?

There are a couple of related errors in the console too, i'll post these next time i run the map.