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Thread: ShiroiHusky_Winter2011

  1. #16
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Progress Report: Jan 8th 2011

    Back to work then! Got the vast majority of the map blocked out now, just the road and grassy areas left to do.


    -Full shot as it now stands. Need a little assistance on the curved road though if anyone knows how i can get a smooth curved road to drop down around 128 units from the carpark to the main road below?

    Happened to do this just as Alex posted on his blog he'd be doing a hammer roads tutorial. Hope that's not too far off :lol:


    -Back-alleys of the map. One of the lower walls of the cinema will have a hole in it to allow freedom of movement between the two. (Else it restricts players to ONLY using the front door, which is bad flow.)
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  2. #17
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: ShiroiHusky_Winter2011

    All looking really nice! Freedom of movement in a survival/scav map is really important, I think. Much more like a Counter-Strike map than a campaign, in many respects... More circular flow(s), less linear, if that makes any sense! :lol:

    And, yeah, Alex has been doing some really fantastic work on roads! Maybe if you poke him enough, or possibly just ask him nicely, he'll do that up soon...!

  3. #18
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Thanks Oilcake, I'll send him a PM in the morning to see how it's coming along.

    Terrain has always been my weak spot, which is mostly why I chose the urban design for my work here :lol:
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  4. #19
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    Re: ShiroiHusky_Winter2011

    Quote Originally Posted by ShiroiHusky
    Need a little assistance on the curved road though if anyone knows how i can get a smooth curved road to drop down around 128 units from the carpark to the main road below?
    I'm new and completely inexperienced particularly in Hammer, but I think in this video:
    http://www.youtube.com/watch?v=4Jzpv...yer_embedded#!
    Alex does something similar with his terrain displacement.

    It's not exactly smooth like a road, but perhaps if you used a larger radius you could possibly create a smoother finish- like a curved road?

    There's probably a better way. But right now that's where my thinking's at.

  5. #20
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Thanks Alex, but I'm really looking to create a 90-degree version of this image from AlexG's blog:

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  6. #21
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Progress Report: Jan 10th 2011 (Part 1)

    As it's 2am here, I'll be doing 2 updates today! :lol:

    Managed to put in the bare essentials and get scavenge working, although with no nav and only bots, it's pretty lame gameplay-wise :P

    Here's todays pics!


    -Unlit w/ skybox, shows the gameplay is now working as I scored a gas can



    -Basic fog and light_environment added. Shows the scavenge boundary and the shadows on the main complex.

    Also, I've decided to do my roads as flat where the curves are, as I don't know if I'll have enough time to get curved slopes working in time for the deadline, still have a lot of terrain tiles to create around the borders.

    Also, to anyone interested, the Cinelandia complex is in Punda, Netherlands (Antilles) and the front side is facing a river / canal across the carpark and a few roads. If anyone wants to work that into their style.
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  7. #22
    Senior Member Nexusdog helped out a few members Reputation: 37
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    Re: ShiroiHusky_Winter2011


  8. #23
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Oh! Y'know i did say it was 2am when I posted... Shows how awake I was, I just saw it was an area from the Netherlands, didn't realise it was a colony :lol: Thanks for the correction.
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  9. #24
    Senior Member Nexusdog helped out a few members Reputation: 37
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    Re: ShiroiHusky_Winter2011

    My gf is dual Dutch/French nationality, otherwise I wouldn't be any the wiser either :-)

  10. #25
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Progress Report: Jan 10th 2011 (Part 2)

    Second update for today

    Managed to pretty much finish my preliminary work, blocking out is 99.9% done.

    Decided to add some water to the map, the other side of my main road, and all dev textures have been applied.

    Just got the nav mesh to create and it'll be ready for testing!

    Images:


    -Shot in hammer from over the water. bright dev textures used to mimic basic snow :lol:

    If anyone can point me to a good reference for reducing my render times through portals etc, I'd be very grateful, I've literally never, ever used one and would like to learn as this map already takes a long time to build.
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  11. #26
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: ShiroiHusky_Winter2011

    Here's a few links to optimization pages. It takes forever to learn this stuff. In fact, I don't think you ever stop learning! :lol: It's an exceedingly tricky business, optimization...

    http://rvanhoorn.ruhosting.nl/optimizat ... pter=intro
    http://www.nodraw.net/2009/12/optimizat ... nstration/
    Read all of this again and again is my advice. Then refer back to it often as you work. Then read it again and again...

    And, of course, this: http://developer.valvesoftware.com/wiki ... _design%29
    And particularly this: http://developer.valvesoftware.com/wiki ... timization

    I can't remember how good these are, but if you like video tutorials, you might wanna try these: http://www.gamebanana.com/tuts/7878

    Good luck! 8-)

  12. #27
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Erm, I kinda need a little help here. If it's allowed.

    I've not actually published a map before, and wanted to make a VPK of my entry so far to test it with friends (It works offline but times out due to not having players on both teams).

    I've followed every last step to the letter in Alex's Scavenge and VPK packaging tutorials, and if i start the map using 'map <map name> scavenge' it plays fine. Nav no longer reports any flow areas, zombies spawn and survivors can follow me to all humanly accessible areas.

    But when I VPK it, it doesn't want to work. I had an addoninfo txt file and a mission txt file in the right places, i have my vtf and vmt files done. The map shows up in the add-ons list fine, however under scavenge maps, it does not. I also get a weird glitch in the scavenge menu where the 4th line has the words 'Some maps do not support scavenge mode' over the top of that entry.

    I cannot for the life of me figure out where I've gone wrong.

    If I was to upload the .vmf, .bsp and .nav files (and all the vpk extras) could someone who knows about scavenge maps check it over for me? I have 4 days left to sort this but I want to get some testing in.

    Thanks if anyone can help.
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  13. #28
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: ShiroiHusky_Winter2011

    I would start by showing us the contents of the addoninfo and mission text files. Good chance it's in there...

  14. #29
    Member ShiroiHusky has no reputation around WoLD yet Reputation: 0
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    Re: ShiroiHusky_Winter2011

    Can do.

    Addoninfo:
    Code:
    "AddonInfo"
    {
         addonSteamAppID 550
         addontitle "ShiroiHusky - Winter2011"
         addonversion "1"
         addontagline "Fill this in later"
         addonauthor "Adam Higgins"
         addonSteamGroupName "cityplymgamers"
         addonauthorSteamID "ShiroiHusky"
         addonContent_Campaign 0
         addonContent_Survival 0 
         addonContent_Scavenge 1 
         addonContent_Versus 0
         addonURL0 "http://www.worldofleveldesign.com/forums/viewtopic.php?f=41&t=2000"
         addonDescription "Work you stupid map!" 
    }
    Missions:
    Code:
    // Mission files describe the metadata needed by campaign-specific add-ons so they can be
    // integrated into Left4Dead. The data in this file is used by the game UI, matchmaking and server.
    // Although you may provide multiple Campaigns in one add-on by putting more than one .TXT file 
    // in the missions folder, it's generally a good idea to stick to one per add-on.
    //
    // HOW TO DEBUG MISSION FILES:
    //	In the console set "developer 2"
    //	Then type "mission_reload"
    // This will make the game reload all the mission files and print out every chapter for every mode it
    // finds.  It's very useful to ensure that your mission file is being correctly read.
     
    "mission"
    {
    	// Use a short name, since it is used as a tag on the servers for matching
    	// your campaign when looking for a dedicated server.  Generally it should
    	// be something unique.  One suggestion to is use your initials and a short
    	// abbreviated name for your campaign. Avoid spaces and special characters.
    	// Do not change the name when you create a revision, as the matchmaking
            // system will consider it a different campaign. Instead, use "Version" and 
            // "DisplayTitle" below to indicate revisions.
    	"Name"		"WoLDShiroi"
     
    	// The version number is used when finding campaigns on dedicated servers
    	// and in matchmaking. If you try to connect to someone in matchmaking
    	// who has a newer version, you will be directed to download the new
    	// version.  You must increment this to the next integer (whole numbers)every
            // time you release an update. (I.E. 1, 2, 3, 4, etc.)
    	"Version"       "1"
     
    	// Author is displayed in the UI when people see others playing your
    	// campaign.
    	"Author"	"Adam Higgins"
     
    	// Website is extremely important as people will automatically be sent
    	// to this URL if they try to join a friend running your campaign.  This
    	// should be the home page for your campaign and it should provide a
    	// description, a link to download it, and installation instructions.
    	"Website"	"http://www.worldofleveldesign.com/forums/viewtopic.php?f=41&t=2000"
     
    	// This name is used when referring to the campaign in the UI. 
    	"DisplayTitle"	"ShiroiHusky - WoLD Winter 2011 (v0.1a)"
    	"Description"  	"I'll fill this in later..."
     
    	// Vmt shown behind the end credits when your campaign completes.
            // Note: This item needs to have "vgui\" at the front. It is assumed
    	// for the poster and the map thumbnails.
     	"OuttroImage"	"vgui\OutroTitle_woldshiroi"
     
    	// Loading poster data
    	//
    	// Note that "posterTitle" and "posterTagline" are often blank as
    	// the poster usually includes these in the poster image itself.
    	// If you do not provide a poster, a generic default will be used.
    	"poster"
    	{
    		"posterImage"		"LoadingScreen_woldshiroi"
                    //Note L4D2 does not position player names over the poster.
     
    	}
     
    	// The modes section lists each of your campaign maps and each mode
    	// they support.  Depending on how you set up your campaign maps,
    	// you can reuse the same bsp for different modes as is the case with 
            // coop and versus in this example. This requires setting up entities
            // that show up or operate differently for different modes.
            //
    	// The following modes are supported: "coop", "versus", "survival"
    	//
    	// Number each map section starting with "1"
    	//
    	// "Map" is the name of the bsp of the starting map. (do not include
            // an extension)
    	// "DisplayName" is the name to use for the chapter of the map.
    	// "Image" is the image used for the chapter in the lobby and
    	// settings.
     
    	"modes"
    	{	
    		"scavenge"
    		{
    			"1"
    			{
    				"Map" "l4d_WoLD_Winter2011"
    				"DisplayName" "Winter2011"
    				"Image" "vgui/maps/l4d_woldshiroi"
    			}
    		}	
    	}
    }
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  15. #30
    Senior Member Oilcake helped out a few members Reputation: 24 Oilcake's Avatar
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    Re: ShiroiHusky_Winter2011

    Huh, weird, I haven't seen this before in an addoninfo file:

    addonContent_Campaign 0
    addonContent_Survival 0
    addonContent_Scavenge 1
    addonContent_Versus 0

    Where'd you find that? Anyway, I've never put that in, and it works without it, so maybe that's creating an issue?

    Also, try making addonversion "1.0" instead of "1"...

    Other than that, I can't see anything offhand, although I could easily be missing something... Try that, anyway! Anyone else have any input?

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