The Official Interlopers "Map Pimpage Thread"

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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Thu Mar 01, 2012 3:34 pm

I've never had any success with dynamic prop shadows. They always flicker depending on the direction and angle you're facing in the game.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Thu Mar 01, 2012 3:36 pm

Xanthi wrote:Yes downside of dynamic props is that they require a bit more memory though


Well, I just discovered this in the other thread, which might be worth it depending on the amount of trees: Creating detailed shadows using overlays in Half-Life 2

Oh, if you go with the prop_dynamic tree idea. You could name them all "trees". Then, if people have a problem rendering them, they can just delete them with "ent_fire trees kill"(or you could make a button).



nub wrote:I've never had any success with dynamic prop shadows. They always flicker depending on the direction and angle you're facing in the game.


Very odd. I've never had such a problem. I know they fade and look a little odd at times. But nothing horrid.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Thu Mar 01, 2012 3:37 pm

Gary wrote:
nub wrote:If you haven't set the lightmap scale to 2, you should. Unless you plan to make it a playable map, you might as well set the lightmaps to 2 to get really crisp shadows.


VBSP shits(crashes) itself when I try to place overlays on brush surfaces with a lightmap scale like that.

Really? That sucks.

Why can't Valve just fix shit like this already?


Edit: I think the other good thing about the dynamic prop shadows is they aren't baked in to the lightmap, so you don't have to use low scaled lightmaps to get nice looking shadows. In the end it should help reduce the BSPs filesize.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Thu Mar 01, 2012 3:55 pm

Image

How can I make stairs look less rubbish? I'm aware the cliff is terrible, it was my 1st model over 20 polys :)
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Phott on Thu Mar 01, 2012 4:18 pm

I don't think the stairs look too bad actually.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Major Banter on Thu Mar 01, 2012 4:25 pm

The problem with the stairs is simple.

1. The texture is unsuitable and poorly aligned. Texture the sides first, using alt-right click to instantly align and texture. Then do the 'steps' themselves, the verticals. Then alt-right click the flats.

You also need a better texture.

2. Use smoothing groups.

3. Integrate them into the landscape more. Add rocks, bushes, bring up the displacements along the sides. What about a small ledge along one side of it? Some destruction?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Wrangler249 on Thu Mar 01, 2012 5:22 pm

Any ideas for incidental props for this?

Image

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Image

I've spent the last few days getting the textures done up and only realised once I got them ingame that that place looks very bare.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Thu Mar 01, 2012 5:28 pm

Plug sockets for the cleaners and a fire hose.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fuzyhead on Thu Mar 01, 2012 5:28 pm

I would say there are too much colors in this scene (mainly in the last one).
Anway, you could add wallpapers, pictures, pipes, dirt, bins, signs etc. There is much you can add.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby source-maps on Thu Mar 01, 2012 7:32 pm

yeah in the last pic, the colors are really clashing
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Thu Mar 01, 2012 8:23 pm

the hallways themselves seem to be arbitrary that you could put nothing into them to give them relevance and meaning. they should at least look like they are going somewhere relevant...difficult to explain what I mean, but usually hallways are in the middle of rows of offices or something.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Wrangler249 on Thu Mar 01, 2012 9:15 pm

Yeah, I've changed the wall texture in that last pic back to the orange one from the middle screenshot. It looks far better now. I've also considered what you said about the corridors Joe, gonna put some offices in to break up the repetition of the place.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Thu Mar 01, 2012 9:35 pm

Keypads and other little terminals in various spots wouldn't be a bad idea either. A ventilation system couldn't hurt.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Fri Mar 02, 2012 12:16 am

How about model each of the diff panels making the wall more 3d. The geometry seems simple enough in the other places so it wouldn't impact on performance too much.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby shadowmancer471 on Fri Mar 02, 2012 12:21 am

You could always add some pipes to the scene, pipes work well in any corridor :D
Reminds me of some of the corridors in Mirrors Edge (probably the strong use of base colours), have a look and see what they did to detail
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