The Official Interlopers "Map Pimpage Thread"

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Armageddon on Wed Apr 11, 2012 9:21 pm

@silentlyweeps, textures and architecture reminds me of System Shock 2, very nice. Lighting is a bit bland though.

@Dejavo, that's looking great. You should use Speed Tree for the tree though. The one there now looks strange.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby SilentlyWeeps on Thu Apr 12, 2012 2:04 am

Black_Stormy wrote:@silentlyweeps, that is a strange mixture of steampunk and art-deco. Definitely not canonical. I was reminded of Deus-Ex 3 rather than TF2. But maybe that's all the orange.


Your right about the orange, I think the carpet in general gives it a kinda cartoon look. Never would have guessed
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Armageddon wrote:@silentlyweeps, textures and architecture reminds me of System Shock 2, very nice. Lighting is a bit bland though.


Kinda ironic lots of my inspiration in the beginning was from Bioshock, the arched glass in general but
either way even though I haven't played SS2 I know irrational Games made it just like Bioshock.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Dejavo on Thu Apr 12, 2012 1:01 pm

nub: It's just a japanese farm house. Nothing religious/fancy.

Armageddon: Tree is placeholder, just to cast some of dem nice foliage shadows ^^
I will def. not use speed tree. Want to give it my own style and practice modeling + texturing. That's the point with the scene anyways.

Thanks for the feedback y'all. I will post updates as I progress.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Thu Apr 12, 2012 9:23 pm

Here's a hacker's hideout I've been working on. Work in progress, especially with the lighting. Also, lots of computer equipment will eventually be added into the scene...also lots of graffiti and small "structural support" brushes to add color and variety...so please excuse the barren look. Comments?

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I have a problem with a few models I borrowed from Left 4 Dead 2. I placed some chairs in this room but they don't show up in-game. In the console, I get messages like this:

Code: Select all
-prop_physics 'models/props_interiors/chair01.mdl' has a base specified as 'wooden.chair', but there is no matching entry in propdata.txt.
-prop_physics 'models/props_interiors/chair_office2.mdl' has a base specified as 'Cloth.Object', but there is no matching entry in propdata.txt.


How to fix? IE, where is propdata.txt located? THANKS!!
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Chrille on Thu Apr 12, 2012 9:42 pm

Propdata.txt is in ep2>scripts
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Thu Apr 12, 2012 10:16 pm

fixed it, thanks.

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Re: The Official Interlopers "Map Pimpage Thread"

Postby source-maps on Thu Apr 12, 2012 10:25 pm

you know, something feels off.. I think it's the set up of the light and desk/office shit feels like a modern office that is still in use and maintain, but the style of the props and textures is worn and grungy
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Thu Apr 12, 2012 11:00 pm

Yeah I agree with source-maps. I guess you're going for the modern industrial look? Most of those props are just industrial. I can't decide if this is a studio style room or a dingy sub-basement lair. I think the walls and floor need more spiffy textures instead of the worn ones you have there.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Thu Apr 12, 2012 11:03 pm

i was thinking that myself, now that i see it in screenshots. perhaps some re-skinning of L4D props and the inclusion of truly custom assets like a more beat-up desk with swollen press board and mold spots will bring it together. i will probably turn off some of the track lighting but i like the one that shines directly down onto the wall shelves.

(after stormy's ninja) : the idea is that this group of rebel hackers have performed renovations in a sewer's walk-in storage closet and turned it into a hacking center. so they strung up the lighting and cleaned it up to make it comfortable for them, but it is still gonna have that grungy feeling despite their efforts. they are still in real danger of being discovered by both the Combine and the local Xen wildlife.

I want to drape tons of wires but I dont want to use the wire entities...i was thinking of getting some kind of epic modeler to take the vmf from me and create some custom wire models all over the walls and computer components. I also want the room to have slightly mismatched furniture (slightly different sized dimensions mainly) to make it look like all of the furniture was salvaged from the surface...but i only have a scant few desk models for now.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Zecrah on Fri Apr 13, 2012 2:04 am

The ceiling looks too clean and crisp. That's what's bugging it for me.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Sathor on Fri Apr 13, 2012 8:30 am

@joe:

The ceiling could use some detail. I would scrap that texture and instead use a suspended ceiling. You could model it, and thus use missing parts which have fallen down and stored away into corners of the room. Then you can have your cool light (which is really rather cool) hanging down a bit lower, not directly fixed to the ceiling but fixed to two small bars or cables.

Also, I would recommend adding a visible cable for power supply for the lamp, running down the wall. I doubt a hacker group in such a situation would be able to use the existing cables in such a room.

You should also give one of the walls a different texture. I think a brick texture would serve well, like one of the walls was never painted or plastered.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Fri Apr 13, 2012 7:13 pm

Really digging the spotlights.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Fri Apr 13, 2012 10:36 pm

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Sat Apr 14, 2012 12:34 am

I think I understand now why dev textures look so good. It's because they have reflectivity tuned perfectly for the scene. A lot of textures don't seem to even have reflectivity. That means that the bake radiosity never happens and the scene looks bland and "uncanny valley" because of it. That and it's because they leave so much up to your brain to fill in the gaps.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Sat Apr 14, 2012 1:28 am

is there an easy way to fix that for textures that do not have reflectivity? is that not just a variable in the texture file?
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