pl_whiteforest

Discussion in 'WIP (Work in Progress)' started by Hellfire, Mar 10, 2009.

  1. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    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:
    -
     
    Last edited: Mar 18, 2009
  2. pl

    pl L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    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 ;)
     
  3. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,826
    Positive Ratings:
    2,745
    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.
     
  4. Void

    aa Void Local Man Unable To Map, Sources Say

    Messages:
    1,826
    Positive Ratings:
    2,745
    oh look at that a double post
     
    Last edited: Mar 12, 2009
  5. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    63
    Why is that so bad? He just crtl+c'ed some planks.
     
  6. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Well, the building on the left in the background is from Red's side of badlands
     
  7. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    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
     
    Last edited: Mar 11, 2009
  8. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    2 new screenshots from b_34 added
     
  9. pl

    pl L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    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! :)
     
  10. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    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
     
  11. Spike

    Spike L10: Glamorous Member

    Messages:
    716
    Positive Ratings:
    82
    You have to use light_enviroment to make sun light. Put the intensity around 800 that would be ok
     
  12. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    294
    Why doesn't it work? We can only help if we know what's wrong.

    Looks pretty good. The white wood on the barrier in that first screeny needs rotated 90 degrees. I hate misaligned wood :D Although I have posted shots myself that had mis-aligned tex that I was getting around to fixing.
     
  13. pl

    pl L5: Dapper Member

    Messages:
    248
    Positive Ratings:
    55
  14. Uriak

    Uriak L8: Fancy Shmancy Member

    Messages:
    543
    Positive Ratings:
    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)
     
  15. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    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
     
    Last edited: Mar 12, 2009
  16. Ian_Suffix

    Ian_Suffix L1: Registered

    Messages:
    27
    Positive Ratings:
    3
    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.
     
  17. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    wow that thing rly helped a lot. my problem was thet i didnt understand 4 what AMBIENCE setting is))) thx a lot

    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?
     
    Last edited: Mar 13, 2009
  18. Bot190

    Bot190 L1: Registered

    Messages:
    49
    Positive Ratings:
    4
    The almighty Valve Dev wiki comes to the rescue!
     
  19. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    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?
     
  20. Hellfire

    Hellfire L9: Fashionable Member

    Messages:
    601
    Positive Ratings:
    142
    b34 release
    changelog on the first page

    *
    ex. of fps improvment:
    [​IMG]
     
    Last edited: Mar 15, 2009