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Thread: [L4D2] Zero Gravity [survival]

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    Member mattsilk has no reputation around WoLD yet Reputation: 5 mattsilk's Avatar
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    [L4D2] Zero Gravity [survival]

    Greetings,

    This is my first map, and I suppose my introduction to the community. I don't have much of a story behind this map, it was just an idea that since we can put the survivors anywhere we want to, why not put them into impossible situations? Thus, we have a zombie warehouse... in space.

    I've only just finished whiteboxing and doing an initial texture pass, I've also just started lighting.

    The Catwalk


    The Control Room


    Some Windows


    The Loading Dock


    Some Cool looking reactors (in my opinion)


    Spotlights


    The viewport (the skybox is just a place holder)


    Seeing as this is my first map, I have no end of questions that I'd like to help, and many things I'll need help with.

    Q1: My stair models are prop_static, but they don't collide with the player, I've looked at the models and it says that they can be prop_statics. How can I fix this?

    Q2: I know there's something about having "face shaders" for cylinders, I don't really know how to use them yet, so that help would be appreicated (for the reactors, so they look more rounded)

    Q3:I tried to put some pallets into my map as prop_static but they wouldn't even render when I played the game :\

    Q4: When I turn on High Dynamic Range, everything becomes reflective and there are a bunch of weird RGB lights everywhere. I don't really know what's up with that, so any help with this would be super appreciated. Do I even need to use HDR?

    Q5 How do you make the angle of a light_spot more acute? because right now it's very square looking and kinda ugly

    Comments and Criticism appreciated,
    Thanks in advance.
    "The hallmark of the artist is simplicity." - Larry Evans

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    Member mattsilk has no reputation around WoLD yet Reputation: 5 mattsilk's Avatar
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    Re: [L4D2] Zero Gravity [survival]

    Oh yes, and it seems that I cannot see my pictures, can anyone help me with that? I uploaded them to flickr, is that site not supported here?

    once again thanks in advance.
    "The hallmark of the artist is simplicity." - Larry Evans

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    Member ChandlerN has no reputation around WoLD yet Reputation: 0
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    Re: [L4D2] Zero Gravity [survival]

    Quote Originally Posted by mattsilk
    Oh yes, and it seems that I cannot see my pictures, can anyone help me with that? I uploaded them to flickr, is that site not supported here?

    once again thanks in advance.

    I went to Photobucket.com and place my picture on there, and use the IMG coding.

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    Member mattsilk has no reputation around WoLD yet Reputation: 5 mattsilk's Avatar
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    Re: [L4D2] Zero Gravity [survival]

    A small update

    Some grating


    The cat walk in-game (i replaced that hideous texture from earlier)


    A graffiti'd wall


    I've learned that when it comes to graffiti less is more
    "The hallmark of the artist is simplicity." - Larry Evans

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    Re: [L4D2] Zero Gravity [survival]

    First map? It's looking really good! Keep it up! Q1 Stairs, make a clip brush at the angle of the stairs. Q2 Cylinders, I don't know about face shaders but I use Alt-Right click alot, or you can highlight them all in the texture app (hold ctrl and click them) and click the treat as one then do fit Q3 Palletts, some models are coded wrong, try prop_physics and the in the flags disable all the stuff that applies to movement Q4, cubemap? Q5, I'm weak on lighting. Hopefully someone will answer that. Take care.. Ron

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    Senior Member Nexusdog helped out a few members Reputation: 37
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    Re: [L4D2] Zero Gravity [survival]

    Hey Matt, welcome aboard

    Q1: My stair models are prop_static, but they don't collide with the player, I've looked at the models and it says that they can be prop_statics. How can I fix this?
    Use invisible metal texture jobbie, that's what I did, otherwise copy across the staircase from Dead Line is the short answer.

    Q2: I know there's something about having "face shaders" for cylinders, I don't really know how to use them yet, so that help would be appreicated (for the reactors, so they look more rounded)

    See if this helps:

    http://developer.valvesoftware.com/w...anced_Lighting

    http://developer.valvesoftware.com/w..._Groups_Dialog

    Q3:I tried to put some pallets into my map as prop_static but they wouldn't even render when I played the game :\
    Try prop_dynamic or prop_physics?

    Q4: When I turn on High Dynamic Range, everything becomes reflective and there are a bunch of weird RGB lights everywhere. I don't really know what's up with that, so any help with this would be super appreciated. Do I even need to use HDR?
    Cube mappped yet? Then ingame testing, use console command buildcupmaps?

    Additionally, if you have used model textures, that will cause the 'glowy' weirdness so you'll have to replace them.

    Q5 How do you make the angle of a light_spot more acute? because right now it's very square looking and kinda ugly
    Not sure what you mean by this, perhaps you could explain a little more

    Overall, looks well thought out and you're storming ahead nicely.

    Keep at it and best of luck!

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    Member mattsilk has no reputation around WoLD yet Reputation: 5 mattsilk's Avatar
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    Re: [L4D2] Zero Gravity [survival]

    Thank you all so much, all of your advice has been great help

    this is the problem I'm having after I've built cubemaps.

    On the bright side my stairs now work and I've found a fog color I like.
    "The hallmark of the artist is simplicity." - Larry Evans

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