The Official Interlopers "Map Pimpage Thread"

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Re: The Official Interlopers "Map Pimpage Thread"

Postby sakna on Thu Mar 22, 2012 10:31 pm

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Thu Mar 22, 2012 10:55 pm

Either lower sprite density or put cl_detaildistance to be a bit higher. Also I think I've seen this before and suggested the same thing but recompile some small stone models (like the tiny mine ones in ep2) to have $propstatic then stick them in your vbsp along with some shrub_01a to fill up that empty space.

The lighting seems very saturated but I assume you are going for a post apoclyptic thing.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby sakna on Thu Mar 22, 2012 11:37 pm

Thanks a lot for your feedback but,

Fulcrum wrote:recompile some small stone models (like the tiny mine ones in ep2) to have $propstatic then stick them in your vbsp along with some shrub_01a to fill up that empty space.


How do I do that? Also do you have any suggestions for the color correction? It's my first time using it and I was just experimenting, I'd appreciate any more tips you could offer too.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Fulcrum on Fri Mar 23, 2012 12:18 am

I'm no expert but heres a mini tutorial on making a prop usable for vbsp.

1. Grab an mdl decompiler. There should be a few around the net, if 1 doesn't work try to find an updated version.
2. Get GUIstudioMDL 2.2 again just google it.
3. Use gcfscape to extract the model you plan to use. Shrub_01a is a versatile choice.
4. Decompile using mdl compiler, you should have a few .smd files and a qc file.
5. Open qc in notepad and change the line similar to this $cdmaterials "models\props\" to a line of your choice. $cdmaterials "sanka\desert\" This will tell the prop to use a different material.
6. Add the line $propstatic somewhere to the qc file. This collapses the bones.
7. compile your model using gui studio i tihnk it only compiles for css and tf2 but its compatible with anything.
8. extract .vmt used by the model using gcf scape. In this case its something like deciduous_branch_01
9. open the vmt in notepad and change the top line "vertexlitgeneric" to "unlitgeneric" and place this into the folder from the cdmaterials. In this case sanka/desert.

That should work. You prop MUST be compiled with $propstatic and MUST have unlitgeneric textures.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Spas12 on Fri Mar 23, 2012 10:53 pm

The nice looking areas of my now canceled Episode 2 mod:

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and for my portfolio:

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Last edited by Spas12 on Fri Mar 23, 2012 11:06 pm, edited 3 times in total.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby zombie@computer on Fri Mar 23, 2012 10:56 pm

nice collection of broken links. No wonder the mods been cancelled :)
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Spas12 on Fri Mar 23, 2012 11:06 pm

lolfixed.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Sat Mar 24, 2012 4:27 am

Bummer it had to be canceled. Some nice scenes there.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Ark11 on Sat Mar 24, 2012 5:17 am

The inside areas suffer in comparision to the amazing outdoor areas HOLY SHIT!?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Dives on Sat Mar 24, 2012 6:08 am

Looks pretty great except that its super intense in the orange/red part of the spectrum. A little eye strainy.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Armageddon on Sat Mar 24, 2012 6:09 am

Very nice maps Spas, it has inspired me to try making a map again.

Sorry to go off topic but if I remember correctly you made a white city scene? With red curbs or something, very detailed. I can't seem to find it anywhere.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Spas12 on Sat Mar 24, 2012 9:16 pm

Armageddon wrote:Very nice maps Spas, it has inspired me to try making a map again.

Sorry to go off topic but if I remember correctly you made a white city scene? With red curbs or something, very detailed. I can't seem to find it anywhere.


thats on my portfolio. www.rcdesign.t83.net
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Re: The Official Interlopers "Map Pimpage Thread"

Postby WhiteDevil on Sat Mar 24, 2012 9:41 pm

those sceenshots from the streets looks pretty nice!
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Re: The Official Interlopers "Map Pimpage Thread"

Postby andy4729 on Mon Mar 26, 2012 12:17 am

How'd you create those dust particles on the outside?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby srredfire on Mon Mar 26, 2012 12:19 am

andy4729 wrote:How'd you create those dust particles on the outside?


I think those are ashes from Episode 1. Might have used func_precipitation with the setting on "ash".
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