Map Battle 41 - Map us a Song

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Re: Map Battle 41 - Map us a Song

Postby evochinima on Fri Dec 11, 2009 11:49 pm

Thats a common error amongs them gigantic gmod rp maps. How detailed is your scene, really?...
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Re: Map Battle 41 - Map us a Song

Postby cypher543 on Sat Dec 12, 2009 5:21 pm

^ you really thought this through hey? need to talk? ;)

Yeah, you available? ;)

I've just seen enough movies to know that kicking a chair over when you hang yourself doesn't cause the rope to get shorter. :) It's probably not really a big deal, and if it's going to be difficult technically, then don't worry about it. I still like the scene regardless.
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Re: Map Battle 41 - Map us a Song

Postby nub on Sat Dec 12, 2009 11:56 pm

evochinima wrote:Image


Along with lowering the corpse, you should place the guitar back some so all of its body is in the light coming in from the window. That way the wood won't clash with the shadows so much.
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Re: Map Battle 41 - Map us a Song

Postby Add-9 on Sun Dec 13, 2009 1:19 am

evochinima wrote:Image

Looking nice (much nicer than my skills). You might only have to lower it a little of he was able to stand on the back of that chair...though the back of the chair looks a little arched for that.
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Re: Map Battle 41 - Map us a Song

Postby Steaky on Wed Dec 16, 2009 9:14 pm

904 wrote:Well my efforts have been stopped almost immediately after taking off:
entdata [variable] 1121110/393216 (285.1%) VERY FULL!
-> followed by an engine error when actually running the map.
And I'm not even close to what I wanted to make..


How did you manage to get that up so high for just a non-playable scene?
The most I've ever gotten was about 150%, and that was in a 3 stage PL map.

Edit: Nevermind, I saw the screenshot you posted a page back. You could probably do that with particles though?
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Re: Map Battle 41 - Map us a Song

Postby Major Banter on Wed Dec 16, 2009 9:45 pm

I was thinking that had an application in the random placement of grass models rather than sprites.
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Re: Map Battle 41 - Map us a Song

Postby Sfisher7k on Thu Dec 17, 2009 4:19 am

I like Evochinima's entry a lot. Although the guitar model bothers me. If you get a chance at working on it again I'd suggest adjusting the model shadow direction and perhaps mess around with volumetric light. Try playing around with sprites, you can get some nice volumetric lights with them. Good looking and much more controllable than using the default models. Downside is that it's slow as hell, but that doesn't really matter here.

As an example, here's what I got out of this method:


Pretty sure it was just a grid of sprites in the shape of the window, each sprite 16 units apart. Render mode set to world space glow with one of the duller sprites. Rotated that based off the environment light's setting then adjusted the color and opacity.
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Re: Map Battle 41 - Map us a Song

Postby Armageddon on Thu Dec 17, 2009 4:55 am

I got the vmf to the map in that video. It will kill your performance. But it does make a nice effect! :D
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Re: Map Battle 41 - Map us a Song

Postby evochinima on Thu Dec 17, 2009 9:43 pm

Looks really good! Mind sharing the vmf arma? :)
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Re: Map Battle 41 - Map us a Song

Postby Jerry60k on Fri Dec 18, 2009 7:27 am

Well I am the noob here and at first was going to enter this but alas my pc is also very outdated I will wait for the next 1 cause I cant get all the sexy lighting and such.

Anyhow my idea was Signs by Tesla.

A small road littered on both sides by large billboards.So someone run with it.I have a couple of decent textures i made for the signs.
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Re: Map Battle 41 - Map us a Song

Postby Armageddon on Fri Dec 18, 2009 7:38 am

Here you go sprite light! I hope it's the right one... :)

http://filesmelt.com/downloader/yetanot ... erape2.vmf
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Re: Map Battle 41 - Map us a Song

Postby evochinima on Fri Dec 18, 2009 10:11 am

So... many... sprites....
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Re: Map Battle 41 - Map us a Song

Postby Major Banter on Fri Dec 18, 2009 4:53 pm

Jerry60k wrote:Well I am the noob here and at first was going to enter this but alas my pc is also very outdated I will wait for the next 1 cause I cant get all the sexy lighting and such.

Anyhow my idea was Signs by Tesla.

A small road littered on both sides by large billboards.So someone run with it.I have a couple of decent textures i made for the signs.


WIP pics are still good, I'd like to see it.
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Re: Map Battle 41 - Map us a Song

Postby Add-9 on Fri Dec 18, 2009 6:40 pm

Major Banter wrote:
Jerry60k wrote:Well I am the noob here and at first was going to enter this but alas my pc is also very outdated I will wait for the next 1 cause I cant get all the sexy lighting and such.

Anyhow my idea was Signs by Tesla.

A small road littered on both sides by large billboards.So someone run with it.I have a couple of decent textures i made for the signs.


WIP pics are still good, I'd like to see it.
I agree, go ahead and make it. You don't have to expect to win to enter...heck...I entered.
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Re: Map Battle 41 - Map us a Song

Postby Furling on Fri Dec 18, 2009 6:47 pm

WIP
Yeah, so I'm doing Billy Talent song "Fallen Leaves"
During all this time had only 3-4 days free enough to work on this, so it ain't as good as I would like it to be (have pretty much no custom content there). Still, now university is more or less over for a couple of weeks and I can finish this up in the last few days as good as I can, so any comments/suggestions will be appreciated

Youtube link: -> Click <-
If you search you can find the original video on youtube as well, but I personally don't really like it, so in this case I just looked for the best audio quality

So yeah, this was also the case of listening to the song and imagining the scene before actually seeing the video, so it kinda differs. The part of the song that inspired me most for this, was:
In a crooked little town, they were lost and never found
Fallen leaves, fallen leaves, fallen leaves... on the ground
Run away before you drown, or the streets will beat you down
Fallen leaves, fallen leaves, fallen leaves... on the ground

And here's how I picture it:

Image
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Not too sure about the flashlight (yeah, that's what it is ;)) but without it there isn't much light there, since I really don't want to make it seem like people still live there (hence why the streetlights are not lit)
I am also considering on darkening the environmental light to bring out the fog a bit more..
Oh, and this is LDR compile, will do HDR one too and compare to see which looks better.

So any comments/suggestions/critiques are welcome
~ Heaven won't take me and Hell's afraid I'll take over ~

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