Koth_brazil development process.

RaVaGe

aa
Jun 23, 2010
733
1,210
Hey I just wanted to share all the pictures I made during the development of Brazil, I think it's a good inspiration for everyone. Never give up even when it looks bad and keep processing :thumbup: .

brazil0001.jpg

brazil0002.jpg

brazil0003.jpg

brazil0004.jpg

dev.jpg

g1wbJDL.jpg

brazil0023.jpg

brazil0005.jpg

brazil0006.jpg

brazil0007.jpg

brazil0008.jpg

brazil0009.jpg

brazil0013.jpg

brazil0014.jpg

brazil0015.jpg

brazil0019.jpg

brazil0022.jpg

brazil0024.jpg

brazil0025.jpg

brazil0026.jpg

brazil0027.jpg

brazil0028.jpg

brazil0029.jpg

brazil0030.jpg

brazil0031.jpg

brazil0034.jpg

brazil0037.jpg

brazil0040.jpg

brazil0042.jpg

brazil0043.jpg

brazil0044.jpg

brazil0048.jpg

brazil0052.jpg

brazil0060.jpg

brazil0065.jpg

brazil0066.jpg

2014-04-22_00001.jpg

2014-04-22_00007.jpg

2014-04-22_00009.jpg

2014-04-22_00008.jpg
 

ZeSpice

L2: Junior Member
Mar 17, 2014
94
34
This is interesting. But... (If you not moved whole map through dev.) It is better use getpos and setpos/setang console commands to getting great comparison screenshots.
 

RaVaGe

aa
Jun 23, 2010
733
1,210
This is interesting. But... (If you not moved whole map through dev.) It is better use getpos and setpos/setang console commands to getting great comparison screenshots.

Well you know I barely compiled my map during the artpass, the whole thing was almost done on a single version so it was hard to use that for the comparison, that artpass lasted for almost two years, I don't even know how i've been able to keep working on this map for so much time ^^
 

ZeSpice

L2: Junior Member
Mar 17, 2014
94
34
Well you know I barely compiled my map during the artpass, the whole thing was almost done on a single version so it was hard to use that for the comparison, that artpass lasted for almost two years, I don't even know how i've been able to keep working on this map for so much time ^^
Yeah, it is easy for testing throughout artpass in that way, without many versions. =) But even if you have only few version, it is interesting to watch how map changed. ^___^
And yes, i like colors/atmosphere on this map.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
This is really great especially for someone like me who abandons projects all the time because they have too many problems. I will always look at this for inspiration when I feel like abandoning something now :)
 

henke37

aa
Sep 23, 2011
2,075
515
Actually, the devshot system is supposed to be used with an external file listing the camera positions. You can easily backdate the cameras without even touching the bsp.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Actually, the devshot system is supposed to be used with an external file listing the camera positions. You can easily backdate the cameras without even touching the bsp.

Could you explain how that works (either in a thread, or Pm or something?) I'm interested in doing that for snowplow.
 

henke37

aa
Sep 23, 2011
2,075
515
As the sourcecode says:
Code:
// See if we've got a camera file to import cameras from
char szFullName[512];
Q_snprintf(szFullName,sizeof(szFullName), "maps/%s.txt", STRING( gpGlobals->mapname ));
KeyValues *pkvMapCameras = new KeyValues( "MapCameras" );
if ( pkvMapCameras->LoadFromFile( filesystem, szFullName, "MOD" ) )
{
Warning( "Devshots: Loading point_devshot_camera positions from %s. \n", szFullName );
// Get each camera, and add it to our list
KeyValues *pkvCamera = pkvMapCameras->GetFirstSubKey();
while ( pkvCamera )
{
// Get camera name
const char *pCameraName = pkvCamera->GetName();
// Make a camera, and move it to the position specified
CPointDevShotCamera *pCamera = (CPointDevShotCamera*)CreateEntityByName( "point_devshot_camera" );
Assert( pCamera );
pCamera->KeyValue( "cameraname", pCameraName );
pCamera->KeyValue( "origin", pkvCamera->GetString( "origin", "0 0 0" ) );
pCamera->KeyValue( "angles", pkvCamera->GetString( "angles", "0 0 0" ) );
pCamera->KeyValue( "FOV", pkvCamera->GetString( "FOV", "75" ) );
DispatchSpawn( pCamera );
pCamera->Activate();
// Move to next camera
pkvCamera = pkvCamera->GetNextKey();
}
}

Standard VDF file with keyvalues for the positions. Here is an untested example of how I think it could look:
Code:
"blackboard" {}
"eantrance" {
origin "42 42 42"
angles "0 0 42"
}
Saved as "maps/example.txt".