Model Custom floating sign

Discussion in 'Request Area' started by bullg0d, Jul 25, 2010.

  1. bullg0d

    bullg0d L1: Registered

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    Custom hologram signs

    A friend is making an achievement map for me and we're trying to figure out how to make floating signs to label the different areas.

    The sign we would like to make is the same thing as the sign that is above a control point except we need to change the text on it to say A1, A2, B1&2, B3&4, C1&2, C3&4, D, and finally an Exit sign. These can rotate slowly or just be static. We'd like 2 sets of these, 1 red and 1 blue.

    Can anyone suggest how to make these or possibly even do it for us? Any help would be greatly appreciated.

    Thanks in advance.
     
    Last edited: Jul 26, 2010
  2. bullg0d

    bullg0d L1: Registered

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    I've found exactly what I'm looking for, kinda..

    http://forums.tf2maps.net/downloads/3d holograms_Fe1.jpg

    But.. since these will be used to identify teleporters to the different areas, they would need to read as follows..

    A1, A2, B1&2, B3&4, C1&2, C3&4, D, Exit, and a neutral one with a question mark.

    I would like to use the top set of holograms, but would need them in team colors and neutral color.

    Can anyone edit these for me?

    As everyone knows, it's the details that make the map. Your help would be greatly appreciated.

    Here's the download link for the originals..
    http://forums.tf2maps.net/downloads.php?do=file&id=1401&act=down
     
    Last edited: Jul 26, 2010
  3. HellJumper

    aa HellJumper

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    Any particular shape? Or just a rectangular prism for all of them?
     
  4. bullg0d

    bullg0d L1: Registered

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    I like the top row on the link below, I figure they will be easy to read. I basically just need the text on those edited.

    http://forums.tf2maps.net/downloads/3d holograms_Fe1.jpg

    We need them in team colors as well as neutral, listed as below..

    A1, A2, B1&2, B3&4, C1&2, C3&4, D, Exit, and a question mark "?"

    The question mark will be used as an info bubble. All the others will basically be sign-age to label the different areas.

    However, if rectangular prism is easier to do, as long as they can be clearly readable, I'm good with that too. Whatever is easiest for everyone. :thumbup1:

    Credit will be given in the readme to TF2maps.net and the authors of any models, textures or anything else used in the map.
     
    Last edited: Jul 26, 2010
  5. HellJumper

    aa HellJumper

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    You know what... The amount of .vmts this is going to take makes me not want to do this, sry. The default hologram has 6 .vmts, and you want like 13 different skins with each different team color, so that is 6 x 13 = 78.
     
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    Last edited: Jul 26, 2010
  6. bullg0d

    bullg0d L1: Registered

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    Well thanks anyway, hopefully someone else will pick this up for us.. The map will be very well done when it's completed. It's going to be a very detailed map.

    I would even be willing to make a donation of some sorts to get these, they're just the thing this map needs, it would look great and solve a multitude of problems..
     
    Last edited: Jul 26, 2010
  7. bullg0d

    bullg0d L1: Registered

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    It's 9 skins, 1 set of Red, Blue, and neutral

    B1&2, B3&4, C1&2, C3&4 are one skin each, not 2.

    But still.. 6 x 9 = 54

    (bump for the people)sry..
     
  8. Pocket

    aa Pocket func_croc

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    That's ... a lot of VMTs! What all are they for?
     
  9. bullg0d

    bullg0d L1: Registered

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    We're making an achievement map, it has 11 different areas. These holograms will be used to label the different areas, and also be used as the teleporters to and from each area. The question mark hologram would be used for an information, you walk into it and get a menu that gives instructions.

    I am trying to figure out a way to cut down on the number of them needed and still have the map make sense. The way it is configured now would be the least confusing for people to get to where they want to go. People get frustrated and leave if they cant figure out the map. Labeling of the areas will be the key to its success.

    With all the time and attention to detail thats being put into this map, it would be a shame to blow it because of a labeling issue. We're trying to make an "official" looking "Valve" type map. Its going to be a 2fort / Mining camp theme, almost based on a town.

    This is going to be the most comprehensive and detailed achievement map that I've seen. I've been running an achievement server for more than a year now and have seen plenty of maps; this map is going to look nothing like the others.

    We're not going for that "sparse, thrown together quickly, so you can farm achievements" type of map; thats not what we're trying to do here. We're looking to do something different with the signs rather than using some cheesy white sign with some text on it.

    This map should handle nearly every current achievement with the exception of the achievements that are obtained on the Valve maps like Well, Hydro, etc.. We're hoping it will also work for most future achievements.

    I hope this helps explain the need for what we're looking for, meanwhile, I'll continue to figure out a way to cut down the number of custom holograms we'll need.

    Thanks for your interest guys, hopefully we'll find a way to make this happen.
     
    Last edited: Jul 27, 2010
  10. Mick-a-nator

    aa Mick-a-nator

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    A single skin on the original hologram has 2 textures, so Frogger's calculation would be correct still.

    Why do you need ones that say B1&2? I can see now reason to do that. A control point is a control point, why is the 1&2 business necessary?
     
  11. bullg0d

    bullg0d L1: Registered

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    These aren't used for control points.

    They're going to be used as signs to label areas of the map and will be the actual teleporters to these areas. When you walk into the hologram, it teleports you to said area.

    B1&2, etc, would be the teleporter to rooms B1 and B2. The teleporter will drop you right outside both doorways, this way we don't need a teleporter to B1 and B2 respectively. By combining the 2, it will save more space and work.

    Therefore, these are not going to change colors in-game. Red signs, are red signs. Blue signs, are blue signs, and neutral is just a color, it wont be changing colors at all.

    I'm sorry if I'm not making any sense, I don't map. I have someone that maps for me. I'm not familiar how all this actually works, but I know what I'd like to see in the map. I have the ideas, he puts them all together and makes the actual map.

    lol this would be so much easier if I actually knew how to do this stuff.. ;)


    Would this actually be as much work if these were just signs rather than actual working cap points? I don't know, but these dot not have to change color. Like i said, I'm sorry if I was unclear about it, but these are just signs..
     
    Last edited: Jul 27, 2010
  12. bullg0d

    bullg0d L1: Registered

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    This is a quickly thrown together layout / floor plan of the map, hopefully it will explain some things and show the need for the combined signs - B1&2 etc..

    I hope this helps, it should be less work.

    The small rooms are the teleporter rooms to and from each area.
    The areas are listed in the larger rooms.

    Red = red teleporters (colored holograms) [Exit]
    Blue = blue teleporters (colored holograms) [Exit]
    Yellow = signs for areas (neutral colored holograms) [A1, A2, B1&2, B3&4, C1&2, C3&4, D, and "?"]
    *Note- the yellow (neutral) teleporters in spawn need to lead to a team colored exit.
    The yellow in the main hallway are neutral colored signs to label the areas.

    [​IMG]

    The teleporters in respawn need to be labeled for the different areas, they can actually be neutral colors, but need to be labeled A1, A2, B1&2, B3&4, C1&2, C3&4 and D.

    The teleporters in the small rooms in the different areas actually need to be a team colored Exit sign. This teleporter will go back to each teams respawn.

    In each respawn, I need one question mark hologram "?" and a "?" in all of the A & B rooms that can be neutral colored. These will be used for information bubbles.

    Note.. these are not capture points, none of them need to change colors, the only function they will serve is to be either a teleporter or a sign.

    So to simplify, we need-

    1 set of neutral A1, A2, B1&2, B3&4, C1&2, C3&4, D, and a question mark "?" holograms that do not change colors.

    also-

    1 Red Exit hologram
    1 Blue Exit hologram

    This is a total of 10 holograms.
    [​IMG]


    This set-up should save a lot of work.
     
    Last edited: Jul 27, 2010
  13. bullg0d

    bullg0d L1: Registered

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    I hope the illustration cleared up any confusion, please let me know if I can help in anyway.

    We could really use help getting these done.

    Thanks
     
  14. Detattol

    Detattol L1: Registered

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    You know, You could use the Models you've got there, and Teleport to the middle of the hallway, that way it's easier, and your done. lol. xD
     
  15. bullg0d

    bullg0d L1: Registered

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    Almost, but I need the signs and exit teleporters. But yes, I've thought about it..
     
  16. bullg0d

    bullg0d L1: Registered

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    No help?

    I thought thats what this community was about..

    Hell, I'm even offering to make a donation..
     
  17. bullg0d

    bullg0d L1: Registered

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  18. Seba

    aa Seba DR. BIG FUCKER, PHD

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    There is no need to bump this thread. A lot of people know about it, but aren't willing to contribute, because of one very simple reason.

    It's too much work for an achievement map.

    If these were used in an actual, serious map, many people would consider giving it a shot. However, a lot, if not most, of the modellers/texture people (and the rest of us) here are passionate about what they make, and achievement maps don't have exactly the best reputation in a mapping community such as TF2M. Sorry.