CS_Monkspark

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CS_Monkspark

Postby Hollow on Thu Aug 27, 2009 7:41 pm

Hey everyone!
I'm back from the dead again :D

3rd time round, I'm here to stay! I've moved out! i have internet! and a new map!
my previous effort, for an over ambitious mod...went down the drain of course...but i plan to get back to that soon...just for old time's sake

in the mean time ive made a CS:Source map (though running in HL2 Ep2 atm)
its a translation of my old secondary school, this map is just for a bit of fun, so forgive maybe the lack of originality in the architecture!
all textures are subject to change and its basically a shell of a building at the moment...not many props in place yet...but i'll see what you think needs improving!
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i think that's more than enough for now! :D
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Re: CS_Monkspark

Postby Major Banter on Thu Aug 27, 2009 7:47 pm

That.

Is really, really, fucking awesome, and I want to steal it.

13th shot looks like a bunker though. Bit weird.
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Re: CS_Monkspark

Postby Hollow on Thu Aug 27, 2009 8:00 pm

ah why thank you!

and yes, that 'bunker' image is actually a maintenance tunnel...its an extra added route into the building...this map will have LOTS of sniper spots and ways to sneak in and out...i have actually made alot more since but hammer doesnt want to compile the new areas :( it keeps resorting back to the old compile...and if i compile the WHOLE map...it comes up with the error 'too many tjuncs' what is that? i just literally ran into these problems today :/

meerrr
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Re: CS_Monkspark

Postby Major Banter on Thu Aug 27, 2009 8:42 pm

Usually Hammer doesn't compile because of a dodgy displacement, but a tjunc?

The Tjunc thing though is a mystery from what I know. It's something to do with the compile being unable to clean up the brushes - it's usually just because you've hit the max on brushes. From the look of it, you have :-D

You'll either have to get rid of a few underground areas and keep it entirely school-like (a good idea) or dispose of certain areas entirely to get some brushes back (a bad idea). Make sure you keep backups though, because I'm not entirely sure.
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Re: CS_Monkspark

Postby Echo51 on Thu Aug 27, 2009 8:45 pm

"Too many t-junctions to fix up! ([number] prims, max [maximum] :: [x] indices, max [y])

Description:
(from Jeff Lane, Valve) "VBSP does cleanup of edges where func_detail geometry meets world geometry to avoid getting visual cracks. One of the ways it does is this by elminating t-junctions. It sounds like you may have hit a limit of the number of those cleanups in the level.

Solution:
If that is the case, you could fix the problem by reducing the number of func_detail brushes in the level, especially ones that touch non-detail geometry. It's probably a sign that you have too much complex brush geometry in the level, and would benefit from having some of it be model geometry instead."

The error message shows you that you have [number] primitives (max [maximum] causing all of this, resulting in [x] t-junctions (max [y])"


from looking up on the error checker ;)
Source is my way of life, if i didn't have it, i'd be tearing down walls and altering my house all the time.
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Re: CS_Monkspark

Postby Mr-Jigsaw on Thu Aug 27, 2009 8:56 pm

Well, it looks like every window frame is made out of brushes, so I'm not surprised about that error. Maybe you could use the modtool to convert some of those windows into models.

And I like the complexity of the level.
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Re: CS_Monkspark

Postby Hollow on Thu Aug 27, 2009 10:11 pm

ahhh.. i see
yeah most of the frames and pillars and stairway details are func_detail

im hopeless at modelling though, i tried exporting it out to C4D 10.5, even got the smd exporter...but realized i have to texture it, and export it all back...which failed :/...and im really not keen on doing that at this moment in time haha

i know its easier to use 3ds max or whatever but, i dont have those programs, and dont intend to purchase it as i spent enough on C4D..

anyone interested in making them into models for me? :smt023

i'll see if i can sort it out...i always seem to make maps far too detailed haha
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Re: CS_Monkspark

Postby srredfire on Thu Aug 27, 2009 10:36 pm

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Lower the lightmap scale. Looks like poop when it could look a lot better.
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Re: CS_Monkspark

Postby Hollow on Thu Aug 27, 2009 10:45 pm

haha ^^^

yeah i know, still adjusting lighting here and there, and there's no HDR in that shot either
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Re: CS_Monkspark

Postby Hollow on Fri Aug 28, 2009 2:44 am

a few more shots...and oh dear, I REALLY need to convert that architecture into models haha..i have way way too much brushwork..and to be honest, i reckon i'm only about half done...as all the exterior/surrounding area needs to be built and more detailing inside :/ poop
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Re: CS_Monkspark

Postby Chopium on Fri Aug 28, 2009 2:56 am

Very nice looking. The complex, detailed geometry reminds me of the official CS:S maps. I think the textures could use some work though. Maybe I could donate a couple of mine to you? I made some useful generic materials like carpet, plaster, metal, ect. that could be useful for brushwork.
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Re: CS_Monkspark

Postby Hollow on Fri Aug 28, 2009 4:06 am

yeah, im going for the realism look on this one...when i get started on the outside section, its gonna look shweeet.

hmm...i'm intrigued :)
dude, its totally up to you, if you think it will help the level, do it! i wanna get this map looking as nice as possible!
but i really need to sort out getting a large proportion of the building frame created into a model...but i want the blue texture to be randomized (i.e. the method in where decals help) so it doesnt look too repeated...

anyone nice enough to help?
its literally just a case of sending the vmf to someone, so they can export it, quickly texture it and import it back as a model..wouldnt be a problem if i had 3ds max :/
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Re: CS_Monkspark

Postby Hollow on Fri Aug 28, 2009 10:27 pm

ok, ive decided to be a bit pro active on this now...instead of just pleading for help...ive done a lil bit of scouting around and picked up the new milkshape 3D on their website, also vtf edit and GUIStudioMDL to create models properly..plus a bumpmap plugin for gimp for custom textures :D

more news i'm sure to follow soon!
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Re: CS_Monkspark

Postby RA7 on Sat Aug 29, 2009 10:02 am

Nice indeed, but a bit empty. I hope u will fill up the map with some life :-)
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Re: CS_Monkspark

Postby SwampyTurtle on Sat Aug 29, 2009 5:01 pm

while i think its pretty awesome, i feel that the lighting and some texture choices hurt it more than they help. Also the walls on some of the rooms look way too lower with the last screen on your second post being my prime example. Overall im very impressed. im going to keep a eye on this :)
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