WiP in WiP, post your screenshots!

Sep 1, 2009
573
323
Shouldn't those wooden beams be on the inside?

Could be that the building is in such a state the outer walls have crubled awah leaving the beams exposed?
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
saas1.jpg

saas2.jpg

saaw1.jpg

saaw3.jpg
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,729
Are the first and third pics playable areas? They look very flat open and boring.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
i didnt think it would cause this much discussion XD im sure ive seen that kind of wooden support structure in other maps though

Maybe aesthetically like with old english cottages/pubs. But generally you don't want structural supports exposed to the elements where they can decay and erode and eventually bring the building down on itself. Like in TF buildings where it's a load of mish matched supports with a bunch of corrugated metal sheets nailed to them.
 

soylent robot

L420: High Member
May 26, 2009
499
394
Maybe aesthetically like with old english cottages/pubs. But generally you don't want structural supports exposed to the elements where they can decay and erode and eventually bring the building down on itself. Like in TF buildings where it's a load of mish matched supports with a bunch of corrugated metal sheets nailed to them.

i probably picking that up subconsciously or something. all the buildings around where i live have that style of wood framing on the outside. i'll fiddle around with it, i like the idea of having it be exposed from removed panels
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Still working on my Ctf_frosty :) (hard now because of my job)

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More to come with the first fully playable version.
Lot of custom content in there.. from construction, bullet crops, rexy, decker... and me ^^
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,573
Yea, that looks great!

My only thing is that the enviro lighting feels too flat... I think the color is fine, but some other lights (spot light, overhead lamps etc) around the area might not hurt... But I do like the silouhetteing you're doing on the lights you do have (the ones coming from the windows)...


Also: You're working with Ubisoft now, for Ghost Recon Future soldier if I remember correctly? Or am I thinking of someone else?
 
Sep 1, 2009
573
323
I am totally loving those train pieces!
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Yea, that looks great!

My only thing is that the enviro lighting feels too flat... I think the color is fine, but some other lights (spot light, overhead lamps etc) around the area might not hurt... But I do like the silouhetteing you're doing on the lights you do have (the ones coming from the windows)...


Also: You're working with Ubisoft now, for Ghost Recon Future soldier if I remember correctly? Or am I thinking of someone else?

Thank guys !
I'm looking forward to this. Never think about some extra light sources ^^
And yes I'm working at Ubisoft.
 
Mar 23, 2010
1,875
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grats 3dnj!
 

AngryAngus

L3: Member
Jul 20, 2011
101
124
That is something you should be really proud of 3Dnj, looks very nice and has captured the art style of TF2 perfectly.
Hope things are going good at Ubisoft.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
Shit. You guys are so good at making maps. I'm getting a minority complex here.
So, uh, anyway.. I dropped by to ask a few more noob questions that will establish my inferiority even further.

I did as someone told me a bunch of pages ago and looked at the decompiled official maps to study how the lighting was made. However, every light I find is a 'multiple objects' entity that I can't disassemble to study. Even if I could, I wouldn't know how to assemble one myself. I suppose I could find some appropriate ones and just copy them, but that seems like a pretty horrible way to work. How did you guys learn to make proper lights?

The lower part of my skybox looks glitched and horrible, and has always done so. Does anyone have any idea why, and what I can do about it?

Since intersecting displacements are apparently a bad idea, how should I give this tower a good, professional rock foundation? I tried using the vertex tool to extend the rock wall, but that resulted in an 'invalid solids, destroy displacements?' error message.