The Official Interlopers "Map Pimpage Thread"

Reveal what you have made so far and get feedback on development.

Re: The Official Interlopers "Map Pimpage Thread"

Postby Armageddon on Sat Apr 14, 2012 1:29 am

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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Sat Apr 14, 2012 1:43 am

EDIT: nvm, ninja'd
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Gary on Sat Apr 14, 2012 2:13 am

Gary wrote:Image


I'll just move this here... I hate being so close to the bottom of the page.


Anyways. So, Stormy, does that mean you like the brushwork as well?


Edit:
I also forgot to put something in there to understand the scale... so here:
Image

Reference:
http://upload.wikimedia.org/wikipedia/c ... dge_06.jpg
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Jangalomph on Sat Apr 14, 2012 3:23 am

Looking good so far gary
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Sat Apr 14, 2012 6:52 am

Gary, that is a freaking awesome reference image. Those textures are going to be sexy as fuck. And how convenient are those windows?

As for the brushwork well, it's fine. Like it's not spectacular but it's hard to make a bunch of elongated cubes spectacular. I think to hit the references distinct shape you need to narrow the very top alcove though. It seems more cramped in the reference, and the ledge underneath the windows comes out further, methinks.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Massive on Sat Apr 14, 2012 11:54 am

Last edited by Massive on Sat Apr 14, 2012 3:25 pm, edited 1 time in total.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby ErikKiller on Sat Apr 14, 2012 1:14 pm

I presume the left and right hand sides of the arches are going to gain some support which currently seems to be 'nodraw'd?
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Dejavo on Sun Apr 15, 2012 12:39 am

massive: some nice outdoors lightning going on there. Lots of potential.
Garry: Very cool reference. Seems like you've blocked out a bit to much width though.

I made some foliage. Not super happy with the tree. Looks half-meh/weird?
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Last edited by Dejavo on Sun Apr 15, 2012 12:51 am, edited 1 time in total.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Black_Stormy on Sun Apr 15, 2012 12:49 am

I think the tree suits the style, but what you might be seeing is the internal lines of the branch texture making it look busy? Maybe lower the colours contrast. Or perhaps try using $translucent instead of $alphatest. It may take some troubleshooting and you might have to recompile the tree model with $mostlyopaque in the .qc (or maybe that goes in the .vmt?) and also instead of $body use $model. Keep those things in mind because that's what made the difference for me when I was having alpha sorting issues.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Dejavo on Sun Apr 15, 2012 12:57 am

I have been struggling with the alphas, and the fact that they fade out and dissapear on distance in engine. So thanks, I will fiddle around with those commands.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby nub on Sun Apr 15, 2012 7:17 am

If you use $translucent on those branch textures you'll never get it to look right. The textures will just bleed through each other and look plain awkward. $alphatest is the only way to stop that from happening. It's basically a tech limitation issue in Source. It sucks too, because foliage would look so much better if you could use $translucent.

Anyway, I really like it so far. I think the tree looks ok, but yeah maybe you need to play with the colors to get it to sit right.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby HoliestCows on Sun Apr 15, 2012 10:08 pm

So you end up going through a bunch of apartment rooms / projects in this section of the map.


Image
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Re: The Official Interlopers "Map Pimpage Thread"

Postby Sathor on Sun Apr 15, 2012 10:48 pm

@HoliestCows:

Good work on the atmosphere, but you should either use a different light prop or have brighter ambient light in that room. Such a lamp would not have such a narrow cone of light, but much broader. I think I can see you already used a normal light entity, too (light on the ceiling), so perhaps you should experiment a bit with some more light.

And the spotlight effect - make it wider, since the light on the walls does not fit the narrow cone.

@Dejavo:

I am really interested in your scene. I like the rocks. :)
Last edited by Sathor on Sun Apr 15, 2012 10:48 pm, edited 1 time in total.
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Re: The Official Interlopers "Map Pimpage Thread"

Postby shadowmancer471 on Sun Apr 15, 2012 10:48 pm

Only complaint is the room is a large square, without any breaks in the walls (bar the doors)
Otherwise excellent use of decals combining with that dark oppressive lighting makes that look highly atmospheric, I'm looking forward to this one now
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Re: The Official Interlopers "Map Pimpage Thread"

Postby joe_rogers_11155 on Mon Apr 16, 2012 12:54 am

I took your advice, guys, and here's a small update. I still need to run cables and wires as was recommended, but I will do it later on in the process. It still requires detail props on the other half of the room, but I need to move on to a different room before I get too bored with it.

Image
Image
Image
Image

I'm gonna move on to the service tunnel outside this room:
http://i593.photobucket.com/albums/tt20/joe_rogers_11155/99b_test_rebel_sewer_locations0009.jpg
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