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What's Carp Got Cooking ?
TS_NORMANDIN (dev month 7)
Opinions are welcome: Top floor hallways: http://www.accesscomm.ca/users/endo/ts_normandin001.jpg The courtyard with Carps special animated leaf sprites: http://www.accesscomm.ca/users/endo/ts_normandin002.jpg Carps special windows: http://www.accesscomm.ca/users/endo/ts_normandin003.jpg The library: http://www.accesscomm.ca/users/endo/ts_normandin004.jpg Whaddaya guys think ? |
Re: What's Carp Got Cooking ?
8o
I kneel down before thy, o immense guru... there's no way I can ever come close to this in my pitiful mapping attemps You're becoming just as good as 3D_Mike it's amazing |
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ooo now theres a compliment!
i am only seeing one pic tho.......might be my browser acting funny like it is right now tho....... i know these pics from NBox anyway :) |
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One suggestion (but perhaps you've already taken this in account) : be sure to reference all your textures in the materials.txt file, so that they play the right bullet hit sound in game (for example, that all your "racks" - the yellow things where people stock up their stuff, dunno how that's called in english - play a metal sound when you shoot them)
That'll be a lovely deathmatch map |
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its not a good idea to edit the materials txt as a mapper because it overwrite the one you have........best to have an extra .txt with that info in it...so the guy can copy and paste it into his materials.txt.......i got serious complaints from many for doing this with a map i made and pimped.
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they are called lockers
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I've never done a materials text, but I ain't opposed either.
I'll take that into consideration. p.s. Thankyou for the praises, PMB, but I have a long way to go before I reach guru status. ;) Meh ... if only I knew how to model. |
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yeah thats what i am seriously missing.......models......but i got the Doener King making me models when i need them :) he does a good job
made my footballs in raidernation |
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what?? you make all your textures yourself and you NEVER classified them according to their material ??
your maps could sound SOOOO MUCH cooler if everything sounded the way it's meant to !! So far everything in your map must be sounding like "concrete" material (which is the default). I tell you, just make the wood sound like wood, the rock sound like rock, the metal sound like metal, the glass/computer stuff sound like glass... the maps will FEEL real. Try it man. Try it. That's what makes all the difference, when in a firefight you hear bullets doing ricochets on stuff, piercing the metal, tearing the wood... Take that CS map de_train. Some neat shit in this map is the sound ambience when you're ducking under a train and enemy bursts go ricochet on your wagon : KABALABALAM - it sounds concave, it sounds metallic, it sounds like a real wagon. It does not sound "tac tac tac" like the concrete ricochet sound. The guys coding Half-Life 2 understood that pretty well : in HL2, everything you'll create, every block you'll draw in your map will get attributed a MATERIAL. It's the contrary of what's happening with HL1: in HL you put textures first, and you worry about the material after, and still - most often only if you have time. Don't miss that out. Test it once and you won't ever forget to do it anymore. |
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Roger that !
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carp...add a textfile......with your adjustments in it.......to allow the person to copy and paste these into his materials.txt
peeps get upset if you overwrite thier materials text that may ruin a bunch of thier maps. also the negative thing is that there is a damn limit to how many entires can be made Pierre :( i dont know if steam even has a materials text.......the one i have in there was the one i used in brainwash_f.....see......i overwrote it if it was there..... can someone send me thier materials text......mine is missing in both my 1.5 and 1.6 DAMMIT!! LOL |
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The sounds changed things, but only a little bit.
The lockers sound a little better, for sure, when you shoot them. This will make a much bigger difference in ts_crumbled though, cuz all my dirt sounds like cement still. Cheers guys ! I made leaps & bounds in leaf-world yesterday. I'll post screenies later, but for now, I have to get my taxes done !!! >:( *EDIT* I'm getting $1100.oo back this year ! 8D Before & after shots: http://www.accesscomm.ca/users/endo/tree02.jpg http://www.accesscomm.ca/users/endo/tree03.jpg Much better, no ? |
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and besides, this looks absolutely unique. I've never seen a mapper use leaves that looked like the ones you use. Too bad this is not a CS map, hehe... |
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It's not only about the gunshots dude... think about the footsteps :)
If you make a room with a wooden floor... such as your library (currently it's not, but to me you *should* change this and make a wooden floor in the upper level of this library.) or if you walk on grass, dirt or whatever, you'll enjoy these sounds. You can't really figure what it'll be if you're alone in the map testing it, walking around, stopping, pointing your gun somewhere and shooting at stuff. You need a bunch of players running and fragging happily together. You'll see you can even locate a player by his footsteps. It's a non neglectable asset for a tactical deathmatch game. *edit* saw your new pics o_O I'm out of words */edit* *edit 2* @SoUlFaThEr: I've uploaded my materials.txt file for CS 1.6 (should work for CS 1.5 too) for you in the Filebase, look it up in the "Other Stuff" section... */edit* |
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I gave up the animated bits though. Now they just sit there, rather than blow around. It just looked too tacky/cartooney. I'm way happier with the results this way. Waiting on a compile now that should see more improvements. I might consider converting it into a CS map. ;) @ PMB I know how the whole texsound thing works with footsteps, etc. The lockers ping now though, rather than the cement default. It's true. It changes the impact sounds, as well as the footsteps. :D I playtested with bots to hear the sounds in action. Hmmm ... wood in the library ? I may just look into that too. Cheers ! |
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What I don't like about these different footstep sounds is one bug that has never been fixed AFAIK, but the materials.txt has nothing to do with it. The bug is that when you jump from a metal container or whatever into the sand, you'll hear a metal sound when you hit the ground... :(
@Carpenter: You even had the leaves animated?!?! 8o *me fainting* Well, it looks *cough* nice *cough* as it is, even w/o anims! Oh, and if you ever convert this to CS, make it bot-compatible, eh? :D |
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What makes these leaves unique is the fact that Carp understands perfectly the nuance of colors there is in a leaf, between the light green and the dark green. Hmm... I'm wondering... if there should not be some way... (I'll pronounce an heresy here!) to make them even better.
Actually if you consider the biological reason for the color of a tree leaf, it's obviously the chlorophylla. What is noticeable is that the pigment is present in large quantities on the TOP side of the leaf (the one exposed to sun) whereas it is less present on the bottom side of it. Leading to the recto side of the leaf being dark green, and the verso side light green. What you have here are dark green leaves surrounded by a "border" of light green. Just this way it looks fantastic but when you get closer and pay more attention to it there might be something not natural here. Have you tried doing a sprite where some leaves are completely dark green (the ones in front, those you see the recto of), some leaves are coloured with a lighter green (the ones you see the back of) and some leaves with mixed colors (mostly the ones on the side of the sprite, the ones that are seen in "diagonal") ? I may be a complete jackass here, by asking to mellow something that's already close to perfect, but hey, it's my nature :D |
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Ideally ... I agree with you.
I may work further on the colors still. I really want to keep them animated too. They look much sexier when they flutter. (Which also changes the highlites in the process.) heh heh They'll get better. You better ... you better ... you bet. Cheers ! |
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@pmb thanks for the materials .txt
looking prety Carp :) you da man |
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yes... the man indeed :)
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I've got the animations working again.
SO much staring at leaves ! LOL Do any of you guys have the Specialists MOD installed ? I'd love to playtest a bit with some humans, for a nice change. Lemme know ! Cheers ! |
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That shit is amazing!!! 8o :D
Just took a look out my window and the trees I have have leaves that look almost exactly like those!! :D |
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I've got The Specialists installed.. for sure.... but I'm a mind-bogglingly high ping bastard (it would be suicidal to reach your server by the other side of the planet on a 56k)
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Yes it would !
Ube pinged at 4500 when we tried to run around in it. ;) p.s. Cheers, sPlOrYgOn ! |
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Here's what I made today:
http://www.accesscomm.ca/users/endo/tss01.jpg http://www.accesscomm.ca/users/endo/tss02.jpg It's for a non-official contest at the TS forums. Mum's the word on these pix. (The judges aren't supposed to know who they're voting for.) Nothing's final yet, of course. What do ya guys think, so far ? |
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überl33t.
Makes me think of a gangsters movie. I'd rather see a night ambience, a smoky bar, with feeble lights on the candle's branches... and a band of enhatted mafiosi discussing their next coup in the dark around one of these tables in a low voice... then a lonesome weirdo enters, Tarantino-like, and the grand bullettage show can begin =) |
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i agree with the lighting part...a bit darker and mysterious could work nicely here.
whats up with over 900 wPoly and over 9000 ePoly!!!!!!!! jesus!!!!!! |
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1000 w_poly is acceptable in the TS community, so I flirt with it every chance I get.
9000 e_poly though, is just a whole lot of chairs, bottles, fans & blinds. Like said ... only a days work. It'll take me some time to straighten it out a bit. ;) Cheers ! |
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are null-ing the bottoms of all legs and everything touching the floor?
take out at least 3 chairs from every table......but therefore add things to the tables(salt pepper shakers..napkin rack...maybe a menu or 2......and a stack of menus by where the workers will stand) it looks really sharp, but not lived in or used. |
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i have a kickass ashtray model :) ask
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Yup ... I nulled it ... I nulled it good. ;)
The chairs are models & yup, some must go. I still have to mess the place up, of course. Ashtray from a SoUlFaThEr map ? I may already have it, in that case. :D |
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the one from industry west i believe :)
there others too......maybe in boxoffice |
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func_breakables!
func_breakables! don't forget the func_breakables!! 8D /me jumps up and down |
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all the chairs!!!!!!!
watch this Carp: make all the legs func breakables, make the chairseat and backs to funcdoors that are triggered by the breakeables.......set the LIP to the distance to the floor so the seats fall to the floor then !!!!!!! LOL this works btw.......its the lip and speed setting that will take time to get right or get to look right :) |
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I have never edited the materials txt either. Thanks for the tip PMB:)
That looks very cool Carp, quite high poly though. Quote:
All the experiments I did while writing the r_speeds guide showed that nulling fx. bottoms of legs on tables would not decrease w_poly. |
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that might be true... but theirs still my two favorite ways to get arond this... one pixel off ground , fun_wall etc etc
but nulling a brush when you make it helps ... couse you only place textures that NEED to be seen ... |
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im still new with the null thing really.......im placinf it on every face i cant see just like i used to do with SKY before null appeared
Zacker if you know a bunch on this pplease provide us with some help on it...... |
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I have a lot of thoughts about it, but I am not certain that they are valid.
Until I did my previous mentioned experiments I also nulled the way you do. No matter what, it cant harm to do it that way:) I have written most of what I know in the r_speeds guide. My site is down because of too many downloads of SoW, but here is the null texture part: The null brush - your friend:) ** History&general info The null texture is one of the most important r_speed reduction tools. And since it's not very hard to use, its very recommended if you learn this section. The null texture is something, which was first, introduced a couple of years after HL1. It came with Merls modified version of Zoners modified Qtools. Remeber you should NEVER use the standard compile tools which come with hammer, for your own sake:) You can download the newest version of Merls right here from The Future. The pourpose of the null texture is simply to lower your maps w_poly, making it run smoother. In old days most people just used the sky texture. When you applied that to a face it would not generate any polygons, or at least only one per face. The problem is that even though the sky texture did lower the w_poly, it did still decrease the fps(opposite of what we want). Then Merl came up with the genius Null texture which will make the face TOTALLY unrendered. So every face with that texture on it will not generate any lag. Advantages The Null texture have 2 advantages: 1. The primary reason, lower w_poly/r_speeds 2. Faster compile using less cpu and memory. The faster compile part aint really noticeable and has no effect on the finished compile. So you can safely forget about that fact:) There aint rally any reason to mess around with applying the null texture in low w-poly areas(below 400). Its just like all other r_speeds reduction methods, dont bother working on them in below 400 w_poly areas. (There are some cases where it will help, if the 400 w_poly area is rendered from a high polygon area). Placement A face on the outside of the level will, with a leak free map, never be rendered. So no use of nulls there. Faces totally covered by solid brushes(non-func_***) will also never be rendered. Faces totally covered by entity brushes WILL be rendered! Even though they aint visible at all, they will still raise your w_poly. You can avoid this by placing null on the invisible face. As told in another chapter its often easier to have more brushes in one entity. If one of the brushes totally cover one of the other brushes sides, then it will still be rendered. So you have to null the faces which aint visible in that case. In a room with some detail, there will always be some top&down facing sides which never will be visible. Thoose faces can safly be nulled. Every face, facing directly downwards, under around 25 units(from the floor)will not be visible. 25 units is a bit below the position of the players eyes when he is ducked. Beware of that they will be visible, if the player somehow can get below the floor, fx. with a stair going down. Every face, facing directly upwards, above around 110 units(from the floor) will not be visible. 110 units is a bit above the position of the players eyes when he is jumping. Beware of that they will be visible, if the player somehow can get over the normal height. He might be able to that, if he climbs a crate in the room. Realistic maps has areas which you can see into, but not walk into. Thoose areas will often only be visible from one direction. Since you will never see the backfaces, they can safely be nulled. Backfaces of buildings or mountains you have placed outside the game area are often not visible. They can nulled safely. How to get not visible faces nulled fast 1. Select all the brushes using ctrl+shift. Ctrl adds new brushes to the current selection. Shift ensures that all faces on the brush are marked. 2. Unselect ALL the faces which are visible ingame. You do this by holding down ctrl and clicking on them. 3. Now you should only have all the non-visible faces selected. Click the browse button in the texture properties window and doubleclick on the null texture. Click apply and all the not visible faces will have null applied. It might sounded a bit advanced here, but with bigger sections of brushes, and when you get used to it, it is much faster. |
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ok im already doing it right......and more :)
thanks i was more wondering if a nulled bottom face of a crate resting on the ground (for example) is going to cut up the floor like it does if we use a regular texture on it......(or a brush on the wall like a light fixture, if its nulled in the back not cutting up the wall) to add to this.......how do i get gl_wireframes to work in Steam?????? they dont work for me......cuz theres no software mode like in 1.5......or is there? |
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