Map Battle 41 - Map us a Song

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Re: Map Battle 41 - Map us a Song

Postby evochinima on Wed Dec 09, 2009 8:28 pm

edited
Last edited by evochinima on Thu Dec 10, 2009 8:41 pm, edited 2 times in total.
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Re: Map Battle 41 - Map us a Song

Postby Major Banter on Wed Dec 09, 2009 8:54 pm

Window frame = stupidly thick
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Re: Map Battle 41 - Map us a Song

Postby nub on Wed Dec 09, 2009 9:00 pm

I agree, thinning the frame out would definitely help out a lot. Also, get some nice volumetric lighting in there, that's the perfect scene for it.

And I was expecting the guitar to look that way...it stands out way too much from that relatively dark room. Phong shading might help, or it could make it look worse. It really depends on how you use it. Maybe you could darken the skin for that model with Photoshop.
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Re: Map Battle 41 - Map us a Song

Postby evochinima on Wed Dec 09, 2009 9:13 pm

hah, that frame looks odd indeed, hadn't noticed it before.
Last edited by evochinima on Thu Dec 10, 2009 4:14 pm, edited 1 time in total.
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Re: Map Battle 41 - Map us a Song

Postby Armageddon on Wed Dec 09, 2009 10:00 pm

ROTATE SOME PROPS! That is all...
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Re: Map Battle 41 - Map us a Song

Postby 904 on Thu Dec 10, 2009 11:40 pm

Playing around after seeing an interesting visualisation on digital urban. Maybe this will work out, the sprite patterns are determined in hammer, the intensity and size are randomized with a perl script.
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It obviously needs alot more work, but it seems worthy of exploring at the moment.
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Re: Map Battle 41 - Map us a Song

Postby vcool on Thu Dec 10, 2009 11:53 pm

I take it you generate a VMF file with perl that adds those sprites?

Sounds like a cool idea, I completely forgot that VMFs are text files; someone pro could probably make a script that would parse a VMF file, get the displacements and using math find out the height of the displacement at any point. Then it could go around randomly placing trees and shit.
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Re: Map Battle 41 - Map us a Song

Postby 904 on Thu Dec 10, 2009 11:57 pm

I modify the vmf with perl after doing the placement work in hammer. I've written a script once that takes the displacement data from a vmf and creates a terragen file, which you can then use to create texturing for a landscape.. mainly for 3d skybox use.
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Re: Map Battle 41 - Map us a Song

Postby Add-9 on Fri Dec 11, 2009 1:51 am

Is anyone doing Johnny Cash's Folsom Prison Blues? If someone is, or if you feel it is too close to evochinima's entry then I have another song in mind I could try.
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Re: Map Battle 41 - Map us a Song

Postby nub on Fri Dec 11, 2009 3:48 am

I don't think it matters if two people do the same song, in fact that would make the competition better. That will make the voting more interesting since people will actually have to focus on more than visuals...
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Re: Map Battle 41 - Map us a Song

Postby evochinima on Fri Dec 11, 2009 1:23 pm

I would love to have another Johnny Cash song in the competition! I would certainly not complain if anyone decides to make a map out of folsom prison blues, or even hurt :)

EDIT: This is final for now, as i wont be able to access this map again until the 22nd or something. Just need to fix some angels and the lightning (Like the stove being totally black). And the guitar texture.
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Yet again, doing hurt by Johnny Cash
YouTube: http://www.youtube.com/watch?v=SmVAWKfJ4Go&feature=related
Spotify: http://open.spotify.com/track/5VFzIzR8nACf9Bad4O73f6 (recommended)
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Re: Map Battle 41 - Map us a Song

Postby cypher543 on Fri Dec 11, 2009 9:46 pm

I would lower the corpse, as well. It needs to be at the same height as the top of the chair when it is upright.
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Re: Map Battle 41 - Map us a Song

Postby 904 on Fri Dec 11, 2009 10:19 pm

^ you really thought this through hey? need to talk? ;)
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Re: Map Battle 41 - Map us a Song

Postby evochinima on Fri Dec 11, 2009 10:43 pm

His odd pose makes it harder to lower him. You may see that his right arm is illogically missing. It will be even more blatant if i lower him, but i will work on it.
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Re: Map Battle 41 - Map us a Song

Postby 904 on Fri Dec 11, 2009 11:41 pm

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..
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