CS_Monkspark

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

Re: CS_Monkspark

Postby Hollow on Sun Aug 30, 2009 1:17 am

all textures are subject to change and its basically a shell of a building at the moment...


for those who seemed to have missed that bit :wink:

what do you mean by too lower? like height? odd, if you do as its 128, but maybe its just the angle in which i took the picture...not sure

I'm looking to use alot of custom textures once i get my head around a few modelling issues, but that, and prop /interior detail have yet to be intergrated as right now, its all about finishing layout...which it is, but not the exterior

could you pick out the parts where you think lighting needs tweaking? i'm eager to find out..as i want that to be an important part of the look of the map
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Re: CS_Monkspark

Postby Hollow on Sun Aug 30, 2009 1:20 am

ooooohh, and also, i've decided, on the art direction side, to make in much more grungy and worn down, like the raindrop mod, but not so it looks too similiar to that or S.T.A.L.K.E.R :)
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Re: CS_Monkspark

Postby Hollow on Sat Sep 05, 2009 6:22 am

Hallo again! new update!

i've been hard at work making the interiors have more life and character, i managed to create some custom textures as well...its all lovely and worn down now :D
tell me what you think!

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Last edited by Hollow on Sat Sep 05, 2009 6:26 am, edited 1 time in total.
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Re: CS_Monkspark

Postby Hollow on Sat Sep 05, 2009 6:23 am

err, i apoligise for the poor image quality, i'll see if i can sort that out...
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Re: CS_Monkspark

Postby ErikKiller on Sat Sep 05, 2009 6:47 am

As Neo would say: "Woah."
That's pretty nice!
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Re: CS_Monkspark

Postby Hollow on Sat Sep 05, 2009 6:54 am

cheers dude! :P
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Re: CS_Monkspark

Postby Mr-Jigsaw on Sat Sep 05, 2009 8:27 am

The only immediate problem I see are the rather thick brush-based window frames. But just so you know, these changes you made really make a difference. This is shaping up to be quite a map, though I do believe you could afford to lower the lightmap scale even more on a few select surfaces.
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Re: CS_Monkspark

Postby Hollow on Sat Sep 05, 2009 10:44 pm

thanks man

yeah the frames are the main thing bugging me at the moment, i'm hoping to covert them into models, and make them thinner, but im having problems with milkshape...i literally just want to translate all the brushwork and convert etc, but when i do the geometry is HUUUUGE in milkshape, plus there are no bones in the architecture, so i dont think it compiles properly...i dunno, im trying to teach myself as much as i can, but it feels like an obscure process for such a simple goal..

this is literally the main thing that is holding me back to progress faster, because once i've learnt it, i can apply it from then on..so much needs to be made into models, otherwise this level will never see a release :/ here's hoping i figure it out!

oh, and about the tile texture...the floor one?? its actually one of valves, i believe its specular and normal :-)
though i know how to do that now yay! custom textures are a blessing!
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Re: CS_Monkspark

Postby Text_Fish on Tue Sep 08, 2009 1:28 pm

Cotham Grammar > Monks Park. :P

It makes a sweet looking map though, good work.
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Lightning: A dazzling discharge of electric sparks in the atmosphere, often preceding thunder.
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Re: CS_Monkspark

Postby Hollow on Tue Sep 08, 2009 3:44 pm

HAHAHAHAH
duuuude! A fellow bristolian! :-D
you went to cotham? LOL this is strange...

this was monkspark like 4 years ago, but before it pulverised and rebuilt...
Alot of the schools in Bristol are actaully quite similar in terms of style/architecture

on a side note, I made a map with the suspension bridge looming over it!! I've always wandered if there was anyone on here who knew bristol, because its a pretty awesome city in terms of variety, with all the cliffs and waterfronts, industrial areas, modern parts, foresty bits, i've always wanted to base a mod set in hl2 on some locations of bristol
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Re: CS_Monkspark

Postby Major Banter on Tue Sep 08, 2009 5:49 pm

Awesome, absolutely brilliant. Don't see why you don't make it into a short SP campaign. Crits? What Jigsaw said, and also a note about consistency - the third shot looks a little weird; we've got a trashed corrior which is on fire a bit and then a relatively tidy room with some decals stuck onto it. The rest are fine, but that just looks weird to me.

Gonna have to put in a request for some of those custom textures though :-D
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Re: CS_Monkspark

Postby Hollow on Tue Sep 08, 2009 7:11 pm

cheers Rotinaj! i am trying to sort out my window frames as we speak, but i have to get a response in the modelling section, to the problem i've developed.

Yes! i thought it would be amusing to put in a 'lil bonfire in the corridor (there are pieces of wood under it, but HDR is like WOOO in those shots, looks fine up close.
And haha, yeah, i am working on making that classroom trashed, with a few ceiling panels loose and cables and rubbish all over the floor, and i want to make some blinds for the window but as a prop, so the lighting sort of bleeds through

Oh, and dont you worry, i hope to make the textures into a free pack, I know everyone likes the grungy textures! :)
maybe I should make a tutorial for creating them in GIMP sometime?

ooohhh dont you dare rotinaj!! i have so many ideas floating round my head on 'how' i could implement this into a short single player campaign, actually i have a very clear idea if i ever did do it, but i would want to work with others straight from the off
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Re: CS_Monkspark

Postby Hollow on Wed Sep 09, 2009 4:34 am

Another little update! more or less finished the top floor!, just one more science room to fill and design.
Plus there's a few thing i know i need to correct in these images, but hey, have a gander!

(the eastern european board will be changed, just a place holder
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and for Rotinaj :D :
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and yes i know i need to align the textures on the ceiling.
But the panels look a bit...funny...maybe a frame for them?
raise up the pieces a little? too many?

more soon!!
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Re: CS_Monkspark

Postby dark_veil on Wed Sep 09, 2009 11:33 am

im loving the lighting, especially in the 3rd image. keep it up! the style is amazing
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Re: CS_Monkspark

Postby Major Banter on Wed Sep 09, 2009 6:23 pm

I like much. Much much much.

By the way, disable shadows on that composite trash prop and stick a trash decal under it, and it won't look so out of place.
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