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 Post subject: rp_transit_system_v3b
PostPosted: Thu Apr 09, 2009 3:07 am 
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I am actually still working on this, I want to keep expanding it, it was originally called rp_blackmesa_v1, that version was played for about 15 min on my server, thier was no point in release. I like to release maps in version, I know it is a symbol of lazyness, but it at least gives the players something new to play.

The pics listed below are the most current.


Tunnel Start To Sector C Testlabs, this is just after leaving the Lobby Spawn Area.

Image


Transit Operator Control Room.

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Tunnel Start To Sector C Testlabs.

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Tunnel Start To Sector C Testlabs.

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Sector C Test Labs Platform.

Image


When I find the time to continue work ill post pics of the newer version, I know im not that great at mapping, but im trying to make something others fail to create.

Thier is more to this map btw, thier is the security station, and 2 Labs, which is Kliniers Lab, and a Bird Testing Lab/Observatory.

Download Link - http://rapidshare.com/files/219114540/r ... b.bsp.html


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Thu Apr 09, 2009 3:21 am 
[F.Kalkman]
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*-FearEngine-* wrote:
I am actually still working on this, I want to keep expanding it, it was originally called rp_blackmesa_v1, that version was played for about 15 min on my server, thier was no point in release. I like to release maps in version, I know it is a symbol of lazyness, but it at least gives the players something new to play.

The pics listed below are the most current.


Tunnel Start To Sector C Testlabs, this is just after leaving the Lobby Spawn Area.

Image


Transit Operator Control Room.

Image


Tunnel Start To Sector C Testlabs.

Image


Tunnel Start To Sector C Testlabs.

Image


Sector C Test Labs Platform.

Image


When I find the time to continue work ill post pics of the newer version, I know im not that great at mapping, but im trying to make something others fail to create.

Thier is more to this map btw, thier is the security station, and 2 Labs, which is Kliniers Lab, and a Bird Testing Lab/Observatory.

Download Link - http://rapidshare.com/files/219114540/r ... b.bsp.html


The idea is very nice.
It looks moderate in detail.
and I don't recognize sucktor C restflaps.
or is this a part we haven't seen before?
I see a bit of the schwarzmesa recherge faculty atmosphere in the pics, so it goes in the right direction.
so far, good job.
Sorry, but I don't have time to check it out in game... its really late here, and i must go 2 sleep.
been working late to get website wide version done.

keep me updated on this project, and i might help you with some cool ideas etc.

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 Post subject: Re: rp_transit_system_v3b
PostPosted: Thu Apr 09, 2009 3:31 am 
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Im sorta just using the idea HL had of Sector C Test Labs, and making my own design of the facility.


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Thu Apr 09, 2009 1:15 pm 
[F.Kalkman]
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*-FearEngine-* wrote:
Im sorta just using the idea HL had of Sector C Test Labs, and making my own design of the facility.


Thats a nice concept, keep it up.
And post screens frequently please. :)

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 Post subject: Re: rp_transit_system_v3b
PostPosted: Fri Apr 17, 2009 5:25 am 
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looks nice, gonna download it and run it immediatly :P


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Fri Apr 17, 2009 1:38 pm 
[F.Kalkman]
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oh shit yes, I also have to download it and test it.

atm, i'm so fucking bussy, getting sick of it...
i;ll let you know as soon as I have time FearEngine.

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 Post subject: Re: rp_transit_system_v3b
PostPosted: Sun Apr 19, 2009 5:58 pm 
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I've played it , and this it what i want to say :P
Well the map is pretty amazing ,keep on the good work !!!!
I'am looking out for the next version!! :P :D


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Sun Apr 19, 2009 10:15 pm 
[F.Kalkman]
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Yea, when will be a next version release?

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 Post subject: Re: rp_transit_system_v3b
PostPosted: Tue Apr 21, 2009 6:14 am 
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Alright, rp_transit_system_v4g5 is the most current released version, I probably should have waited and kept working on it, but I really was excited, and wanted to show it to everyone, listed below are the most current pics of the additions / changes to the map, its not much but its an improvment!!!


I made a outside area, its just desert at night, this is where your will spawn now, and take the elevator ride to the bottom.

Image

Elevator Shaft

Image

Lobby Reconstructed to be a checkpoint.

Image

One really neat feature I added was a lockdown on/off button in the Lobby Control Room, once the lockdown is activated the entire base sorta changes, all security doors close, the train stops, and emergency lighting kicks in, this was based off of the lockdown on rp_bahamut.

Image

Sector C After Lockdown Activation

Image

Image

Thier is alot of detail that can be gained i know, I am currently working on the next version as well, adding vents to crawl threw, fire doors, that activate when u break the glass on the activator, and a train station above ground.

Due to custom material folder and other things I dont have a download link for you srry :( but u can stop by my server and try it if u are really interested. I really am starting to get upset, im to the point now that im encountering many errors, most of them lighting errors, I dont think i can add anymore lights without shadows getting messed up, and I cant figure out how to compile textures into the bsp file, so i have to have a seperate materials folder that ppl have to get.


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Tue Apr 21, 2009 1:31 pm 
[F.Kalkman]
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*-FearEngine-* wrote:
Alright, rp_transit_system_v4g5 is the most current released version, I probably should have waited and kept working on it, but I really was excited, and wanted to show it to everyone, listed below are the most current pics of the additions / changes to the map, its not much but its an improvment!!!


I made a outside area, its just desert at night, this is where your will spawn now, and take the elevator ride to the bottom.

Image

Elevator Shaft

Image

Lobby Reconstructed to be a checkpoint.

Image

One really neat feature I added was a lockdown on/off button in the Lobby Control Room, once the lockdown is activated the entire base sorta changes, all security doors close, the train stops, and emergency lighting kicks in, this was based off of the lockdown on rp_bahamut.

Image

Sector C After Lockdown Activation

Image

Image

Thier is alot of detail that can be gained i know, I am currently working on the next version as well, adding vents to crawl threw, fire doors, that activate when u break the glass on the activator, and a train station above ground.

Due to custom material folder and other things I dont have a download link for you srry :( but u can stop by my server and try it if u are really interested. I really am starting to get upset, im to the point now that im encountering many errors, most of them lighting errors, I dont think i can add anymore lights without shadows getting messed up, and I cant figure out how to compile textures into the bsp file, so i have to have a seperate materials folder that ppl have to get.


This looks pretty good.

Try fixing light problems by compiling not in fast mode, this might help.

No download link because of custom textures?
Inviting people on your server will make them download all textures seperatly, and creates a mess in their materials folder. (I hate this!!!)

how to zip the custom files like textures into your bsp file?
take a look here: http://www.smartzenegger.nl/downloads.html
Or find the same file from a link at the forum: viewtopic.php?f=2&t=129

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 Post subject: Re: rp_transit_system_v3b
PostPosted: Tue Apr 21, 2009 4:54 pm 
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I do compile in slow mode, all rad and vis on normal, but I dont compile with HDR on, should I ?, and ill try the links you gave me ty.


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Tue Apr 21, 2009 5:51 pm 
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Wow , looks very good ! , where is download link , i like the map :P :P


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Tue Apr 21, 2009 7:44 pm 
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FlameX wrote:
Wow , looks very good ! , where is download link , i like the map :P :P


Like I said above, I didnt provide a Download link because the map requires a extra materials folder, but after looking at the tools Smartzenegger showed me, ill be able to get a version out really soon with the textures packed into the map,
so just keep a lookout, Ill try to get v5 out which has the new features, station above ground, and emergency alarms that activate after u break the glass, hopefully I can get these lighting problems fixed, but i guess messed up shadows is the price you pay, for having so many lights placed in a tunnel lol.


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Tue Apr 21, 2009 7:52 pm 
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Can't wait , maybe i'am going to run it on my Gmod Server if it totally done :P or
its really useful for posing


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Tue Apr 21, 2009 11:13 pm 
[F.Kalkman]
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*-FearEngine-* wrote:
FlameX wrote:
Wow , looks very good ! , where is download link , i like the map :P :P


Like I said above, I didnt provide a Download link because the map requires a extra materials folder, but after looking at the tools Smartzenegger showed me, ill be able to get a version out really soon with the textures packed into the map,
so just keep a lookout, Ill try to get v5 out which has the new features, station above ground, and emergency alarms that activate after u break the glass, hopefully I can get these lighting problems fixed, but i guess messed up shadows is the price you pay, for having so many lights placed in a tunnel lol.


I guess you should devide your walls and ceilings into more brushes.
Because of the error: too many light sources on a single face should be your error, no?
post some shots of your bugs, and I can tell you more... maybe.

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 Post subject: Re: rp_transit_system_v3b
PostPosted: Sat May 23, 2009 1:06 am 
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Smartzenegger wrote:
*-FearEngine-* wrote:
FlameX wrote:
Wow , looks very good ! , where is download link , i like the map :P :P


Like I said above, I didnt provide a Download link because the map requires a extra materials folder, but after looking at the tools Smartzenegger showed me, ill be able to get a version out really soon with the textures packed into the map,
so just keep a lookout, Ill try to get v5 out which has the new features, station above ground, and emergency alarms that activate after u break the glass, hopefully I can get these lighting problems fixed, but i guess messed up shadows is the price you pay, for having so many lights placed in a tunnel lol.


I guess you should devide your walls and ceilings into more brushes.
Because of the error: too many light sources on a single face should be your error, no?
post some shots of your bugs, and I can tell you more... maybe.



Sorry I havent been around, just really busy, I have been making updates on transit_system.

This is a lower level just beneath the water holding in the tunnel, its a water pumping station, my plans are to make it break, then water starts to fill up, activating a watertight door. So thier is a chance of getting trapped ad dying if you dont get out quick enough.

Image

This is the surface area, I am planning on going Fifth Element style on the map, with flying cars and such, or just suspended trams, something futuristic. This shows the start of the platform for Blackmesa Entrance. I know the pic is dark still working on the lighting, and thier is alot to be done, it will look good hopefully. The platform you see, has walkways beneath it, which is maintance access, for the platform, and the elevator to mesa facility.

Image

Now For the bad News!!!
I still have lighting errors, about 94 of them during compile, they are to many lights on a face, I split up the ceiling and floors on the map from one big slab, to 4 or 5, but i still get some bad stuff. like this door for example.

Image

Its black which really sucks, also I have a major question, I have recently been converting a gmod map to play on Deathmatch, but just like every other map i try and convert that has a billion lights, will take hours of compile time, I have waited about 2 hours max before then gave up, is this normal ?. How long is a standard compile for a huge map?


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Sat May 23, 2009 5:48 pm 
[F.Kalkman]
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*-FearEngine-* wrote:
Smartzenegger wrote:
FlameX wrote:
Wow , looks very good ! , where is download link , i like the map :P :P


Like I said above, I didnt provide a Download link because the map requires a extra materials folder, but after looking at the tools Smartzenegger showed me, ill be able to get a version out really soon with the textures packed into the map,
so just keep a lookout, Ill try to get v5 out which has the new features, station above ground, and emergency alarms that activate after u break the glass, hopefully I can get these lighting problems fixed, but i guess messed up shadows is the price you pay, for having so many lights placed in a tunnel lol.


I guess you should devide your walls and ceilings into more brushes.
Because of the error: too many light sources on a single face should be your error, no?
post some shots of your bugs, and I can tell you more... maybe.



Sorry I havent been around, just really busy, I have been making updates on transit_system.

This is a lower level just beneath the water holding in the tunnel, its a water pumping station, my plans are to make it break, then water starts to fill up, activating a watertight door. So thier is a chance of getting trapped ad dying if you dont get out quick enough.

Image

This is the surface area, I am planning on going Fifth Element style on the map, with flying cars and such, or just suspended trams, something futuristic. This shows the start of the platform for Blackmesa Entrance. I know the pic is dark still working on the lighting, and thier is alot to be done, it will look good hopefully. The platform you see, has walkways beneath it, which is maintance access, for the platform, and the elevator to mesa facility.

Image

Now For the bad News!!!
I still have lighting errors, about 94 of them during compile, they are to many lights on a face, I split up the ceiling and floors on the map from one big slab, to 4 or 5, but i still get some bad stuff. like this door for example.

Image

Its black which really sucks, also I have a major question, I have recently been converting a gmod map to play on Deathmatch, but just like every other map i try and convert that has a billion lights, will take hours of compile time, I have waited about 2 hours max before then gave up, is this normal ?. How long is a standard compile for a huge map?[/quote]

I understand you been bussy, and I know the feeling.
you know this is a forum free of obligations? you don't have to be here, or there are no time limits what so ever.
and I do not think bad of the people who don't come here any more, they're always welcome back no matter how long time in betwean was/is.
welcome is welcome like grass is green. :)

it looks promising, but far from finished.
I know the feeling when you, then already have problems 'n issues.
try the moonlight angle to left 90 degrees, and you'll have more light where you need it.
as for the ideas, you have plenty ideas, and it sounds good. keep it up.
the door, is that a brushbased door or a model?
I know there are textures of doors which are for model doors only, you have to create a custom .vmt file for it to get it lightmappedgeneric, and so, propper for a bruhsdoor. I think that's the problem.
I hope this info helps?

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 Post subject: Re: rp_transit_system_v3b
PostPosted: Sun May 24, 2009 10:19 am 
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I figured out that problem awhile back, and replaced the textures on the doors with non model textures, so thats not the problem. The black doors our only in that portion of the map, and they appeared after I added one light in the room they are in, and ever since that i havnt been able to fix it.

Some good news is that I fixed not being able to compile alot of my projects, I took your advice I found on a Face Punch forum about compiling in fast mode really doesnt have much difference weather its slow or not. Plus if i compile in fast mode, I can actually have my compiles done in mins, instead of freezing up on big projects when its on Normal Vis and Rad.

Do you leave VIS, and RAD both on fast when you compile, or one normal one fast ?


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 Post subject: Re: rp_transit_system_v3b
PostPosted: Sun May 24, 2009 2:20 pm 
[F.Kalkman]
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*-FearEngine-* wrote:
I figured out that problem awhile back, and replaced the textures on the doors with non model textures, so thats not the problem. The black doors our only in that portion of the map, and they appeared after I added one light in the room they are in, and ever since that i havnt been able to fix it.

Some good news is that I fixed not being able to compile alot of my projects, I took your advice I found on a Face Punch forum about compiling in fast mode really doesnt have much difference weather its slow or not. Plus if i compile in fast mode, I can actually have my compiles done in mins, instead of freezing up on big projects when its on Normal Vis and Rad.

Do you leave VIS, and RAD both on fast when you compile, or one normal one fast ?


fucking door, i have no clue? are both/all sides black of the door? (all brush faces)

I use to compile always fast, even for releases.
back in 2005, the titanic map on fast & fast was taking me 25 minutes (INTEL single core 3.0GHz) to me that is a long time to compile. normal would take forever.
As for amsterville, I had a problem.
I have these protals to other areas, and sometimes they render at certain anlges, the reason is fast compilation (amsterville fast = 8 min.) (AMD dual core 2.2GHz)
problem was solved after a normal compile process. (normal takes 45 minutes)
so it does have advantages.
but I tried to try to fix the fucking new bug that appears, the fucking ivy decals showup dark as your door ar certain angles, it sucks!
but normal comp. doesn't fix it. fucking bastard at valve!

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