pl_whiteforest

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
WIP (pre-release build34)
my second map,first

PL_WHITEFOREST is a 4-point PL map with lots of opportunities esp. 4 engies. my 1st real map, previous 1 was crap and was abandoned (now developed(or not?) by Fatony here:
http://forums.tf2maps.net/showthread.php?t=3462)

most of screenshots here(its in russian but just list through the thread):
http://myassco.dgh.ru/forum/viewtopic.php?f=3&t=37
some screens further in this thread


b34 (upd.13.03.09 12.00msk)
-added shadow_controller
-lots of new geometry
-light fix in part2
-redesigned building in part1
-fixed some texture-aligns (thx Sgt Frag)
-env_light tune in second part
-additional passage in 2nd part
-improved maps edges in 1st part
-fixed 'stuck' in 2nd part
-MUCH improved fps (sometimes up to +40%,general +25%


------------------------------------------------------------------------------------------
b35 (upd.15.03.09 18.00msk)
new:
-3d and 4th basics added
-3d part massive geometry\texturework
-added track through the 3rd part
-added passage for red to directly move from spawn (part4) to part1
-added some PL logic for testing purposes (still not working)
-added basic PL logic and 1st CP (thx Mr.Hanz, TechnoCat and Z33W13R)

fixes:
-improved skybox
-chaneged some textures as cubemap is not working
-fixed brightness errors on some props
-further improved fps (up to +10%)
-fixed CANT SOLVE QUADRATIC issue
-fixed light glitches
-changed textures on all untextured geometry to orange one

known issues:
-cubemaps not working
(*** Error: Skybox vtf files for skybox/sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_trainyard_01 to build the default cubemap!)

-some strange shadows in 3rd part

------------------------------------------------------------------------------------------
after short pause and re-installing windows (now w7 7057) and sourcesdk im continuing
pre-b36 (upd.18.03.09 13.00msk)
its a major bug-fix update

new:
-lots small changges in geometry through the whole map

fixes:
-light and brightness issue fixed
-cubemaps fixed
-totaly re-made playerclip with entities
-vis entities added
-freezes
-fps gaps

known issues:
-
 
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pl

L5: Dapper Member
Mar 6, 2009
248
55
I really like the first screenshot, but the lighting could be brighter, I think. In the second picture, the Resupply overlay is the wrong styled one ;)
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
The map looks decent. But some things look far too better than others. Certain geometry looks much better than the rest of the map, so I have this to say...

In the first screenshot, you have something very familiar.

You see those supports on the bridge-like thing, and the planks of wood on top? I know my share of Texturing information for TF2, and let me tell you one thing: almost every wood texture follows the same base texture. Making a retexture of existing Valve wooden geometry is very simple and it would look different, sure, but, I've zoomed around Lumberyard's .VMF several times. I know something from Lumberyard when I see it. And from the looks of it, that's a segment of the retextured tracks along Lumberyard's borders.

Dear sir, I accuse you of copy-pasting.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
oh look at that a double post
 
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Mar

Banned
Feb 12, 2009
607
63
Why is that so bad? He just crtl+c'ed some planks.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
on the beginning ive taken 3 things from valve dec. maps-bridge from lumberyard, building from 2\4 cp badlands and interior of one building on lumberyard. Yes,that was an ctrl-c,but i realy liked that geometry parts on my map. but they was changed a lot both for geometry and functionality...but ur right,id better re-do them 4 myself
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
2 new screenshots from b_34 added
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Perhaps you could put in a couple of extra lights as it does currently look a little dull.

Other than that, it's looking just great! :)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Perhaps you could put in a couple of extra lights as it does currently look a little dull.

Other than that, it's looking just great! :)

thx,but i have some rly strange problems with env_light. it works only on some parts of the map properly. mb im inexpirienced and made some mistake... no leaks.. env_light is set to 1500
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
You have to use light_enviroment to make sun light. Put the intensity around 800 that would be ok
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
From the look of it, it seemed that you were using a powerful point light to lit up your eastern zone. As they said, use the light_env entity. Don't hesitate to play a bit with the light and ambient settings to find the atmosphere you're looking for. (don't forget shadows will have your ambient term color)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
From the look of it, it seemed that you were using a powerful point light to lit up your eastern zone

true,its temporal measure,i explained why

The white wood on the barrier in that first screeny needs rotated 90 degrees

sure,ill fix it
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Oh, if you're using a light_environment entity like Spike mentioned, I would use one of the lighting settings depending on your skybox you are using, on this page:

http://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List

wow that thing rly helped a lot. my problem was thet i didnt understand 4 what AMBIENCE setting is))) thx a lot

Rather than the brightness, perhaps the angle is too low. Also, if you're compiling with HDR it's no surprise that some props become too white. The fix is to use env_tonemap_controller.

thx but i found the problem. i do not use hdr..at least now


another Q-how to make the whole PL logic? any links?
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
The almighty Valve Dev wiki comes to the rescue!
aw thx))
another Q: fps stays within 60-200 range,but it still lagz. i cant stop it,even when fps is high there are some kind of small lagz everywhere on the map.
mb its cuz i use lots of prop_dynamic and better make them static?
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
b34 release
changelog on the first page

*
ex. of fps improvment:
file.php
 
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