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Re: oc_hive

Posted: Fri Dec 10, 2010 5:21 am
by Tysn
Cool stuff fug, I'm loving the use of foliage.

Re: oc_hive

Posted: Fri Dec 10, 2010 9:15 am
by fug4life
^Thanks, I always appreciate feed back from anyone, though I enjoy it when you and W0rf0x like what I'm up to.

I just know both of you can appreciate more the work that goes into making maps (for this type of mod especially).

Re: oc_hive

Posted: Wed Dec 15, 2010 10:45 am
by fug4life
This weeks media, probably part of the next map as, I dont really have any displacements spare for an outside area.

WIP

[BBvideo 640,480][/BBvideo]

Re: oc_hive

Posted: Wed Dec 15, 2010 11:59 am
by destiny
looks reall nice fug.

Re: oc_hive

Posted: Wed Dec 15, 2010 1:57 pm
by MaestraFénix
fug4life wrote:This weeks media, probably part of the next map as, I dont really have any displacements spare for an outside area.

WIP

[BBvideo 640,480][/BBvideo]

Is a incredible and very stupid question. How you can get in the helicopter?. The colision model prevent that a human character get on it.

Re: oc_hive

Posted: Wed Dec 15, 2010 5:24 pm
by fug4life
Make the helicopter non solid and build a nodraw func_brush to simulate the interior of the helicopter. Also I added a trigger_auto_crouch and trigger_player_nocollide so everyone can squeeze in.

Re: oc_hive

Posted: Wed Dec 15, 2010 5:40 pm
by MaestraFénix
fug4life wrote:Make the helicopter non solid and build a nodraw func_brush to simulate the interior of the helicopter. Also I added a trigger_auto_crouch and trigger_player_nocollide so everyone can squeeze in.

Sometimes i´m asking to me why i´m so stupid for not think in this method for example.

Re: oc_hive

Posted: Sun Dec 19, 2010 6:04 am
by DisConnected
fug4life wrote:This weeks media, probably part of the next map as, I dont really have any displacements spare for an outside area.

WIP

[BBvideo 640,480][/BBvideo]
I'm sensing something epic as you're running up to that chopper. But only, ONLY, if you have a dieing rebel's last words be the sound. And you know what that sound is. It involved trying to arrive at the helicopter, while being motivated by one of the greatest lines a part-time future robot who fights of aliens can say.
► Show Spoiler

Re: oc_hive

Posted: Sun Dec 19, 2010 9:04 am
by RocketRunner
Helicopter looks good, but I have two complaints about the mounted minigun:

1: Is the muzzleflash that broken? Or is it due to how you recorded that footage? It showed through the gun when you were using it. Or is it intentional?

2: This is more of a nitpick, but I thought Blackhawks had FN M240 machine guns on them.

Re: oc_hive

Posted: Sun Dec 19, 2010 11:20 am
by fug4life
The muzzle flash is a mistake, I've got to remove the fake one. There is an exsisting one coded into the model (so currently you see two).

Dont worry about being picky, though you must realise this is a hl2 mod, you want realism, I'd recommened Americas Army.

^ Meaning I have no idea what minigun gun goes on a blackhawk and is that helicopter a true blackhawk, I suspect it isnt.

Re: oc_hive

Posted: Sun Dec 19, 2010 11:07 pm
by fug4life
Yay, got my head round a gfx issue I'd been trying to fix for weeks, it was a damn nodraw box causing me issues, I thought it was the model or its materials.

The time wasted on that was costly, but I'm glad I figured it out.

Re: oc_hive

Posted: Wed Dec 22, 2010 3:45 pm
by fug4life
Well its been a week, nothing much to show as I haven't really been up to much apart from [wave=blue]Snowboarding[/wave] all week! Here's where I left off; I was contemplating how to take players to a level change and how to bring them into the map in the first place. And at the moment its all revolving around an island with a temple amonst things. Basically the map you've been seeing so far is the middle map (below the surface). I've tried to bring the map back into the correct theme (a jungle island) though its been difficult as I havent left myself many displacements (I have about 14 spare displacements enough for one more small outdoor section to this map) and I want to bring the player into jungle looking areas with subtlety. This will not seem so bad once the other two maps of the surface are played out before and after this map.

So one thing I do have plenty of room for is old fashioned brush work, which I guess if I have a temple themed jungle island I can use to my advantage as long as other entity limits dont get in the way.

Image
Image
Image

Re: oc_hive

Posted: Wed Dec 22, 2010 4:45 pm
by MaestraFénix
One word: Amazing!

Re: oc_hive

Posted: Wed Dec 22, 2010 5:58 pm
by fug4life
Thanks, I wouldn't say its amazing but its a step in the right direction, I've got room to do some fancy brush work, and what you see now is just sort of 1st concept of the interior.

I'm hoping to get some nice puzzles incorperated into what is becoming a marathon escape. Also I'm going to make some normal maps and ssbump maps for hopefully all the interior textures.

Re: oc_hive

Posted: Thu Dec 23, 2010 1:14 am
by Axel_m3sh
Looks sweet man, it's like an Indiana Jones map lol