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Posted: Sun Oct 12, 2008 1:44 am
by fug4life
Larz I'll help you with your modifies if you want. pm me!

Looks good DaMaN , hmm, I think I may have sand bags though not sure how they look I'd have to dig around to find.

I dont know how you are with content etc, but if your after some more military stuff.

I could suggets two cs_models
de_prodigy has some great looking palettes of ammo crates. (2 styles)

and I hope I got the right name.
de_piranesi has those lovely military humvee amphib vehicles!

If you're mounting cs:s anyway I'd liek to see those in. I was using this vehicle model combined with the apc thing you like to use and I think they go together i just havent got round to finishing the project

And even piranesi has the military like swamp boat! could be used as an escape? or w/e

Which reminds me I had my eye on asking 3dmike and escort vip mod if I could map add his as_recon map. that's got sweet military hardware!

Posted: Sun Oct 12, 2008 2:10 am
by shiftey
Oh shit. Thanks for bringing up de_prodigy I was looking for those ammo crates models.

How do you mount a games content for mapping? I know how to do it in game so you can play but it doesn't appear in my model browser. I copied the cs materials and models to obsidian. Is that the right idea or no?

Posted: Sun Oct 12, 2008 12:25 pm
by fug4life
Add it as normal let it appear as an error. cs stuff will mount automatically for the mapper no problem. you just need to let people know c:ss is required for the map.

Posted: Sun Oct 12, 2008 6:53 pm
by shiftey
So I just extract the gcfs into the obsidian folder? Everything or just models, materials, scripts, sounds, and scenes?

Posted: Sun Oct 19, 2008 12:06 am
by DaMaN
Thanks for the CSS tips fug4life. Short of extracting everything in the CSS gcf, is there a way to mount it so it shows up in Hammer with OC? Also, I'd love sandbags - I've got the perfect spot for them, but can't find any. :(

Anyways, little bit of an update: I've been screwing around with AI - trying to create a static battle line with dynamic npcs. :?

But the layout is coming together quite well, and I really want to use some of the prefabs released, so... yea. Let's see how the next few compiles go...

Posted: Sun Oct 19, 2008 12:55 am
by Keychain
Here's some sandbag models, which are ragdolls as well.

http://www.garrysmod.org/downloads/?a=view&id=38754

Oh look a pumpkin skin in which you can hex into a regular model.

http://www.fpsbanana.com/skins/46735

Posted: Sun Oct 19, 2008 1:18 am
by fug4life
Very cool keychain!

I'm not sure about content, at the moment, I normally when making c:ss mapadds use ep1 sdk c:ss with obsidian fgd added. but i do switch between the two i.e I'll open a css map in obsidian sdk, It's very tricky and there's a lot of emphasis on getting your origins where you want them etc when placing props etc.

I'm not sure but if you try open a css map in orangbox obsidian it'll crash hammer.
Also becareful looking at models in models viewer, normally opening up errors in it or stumbling across something that is whilst browsing will crash hammer as well.

Sorry that I can't be much more help full. to be honest right now I've been juggling around with so many maps from so many different sorts of content my head is spinning alittle :)

Posted: Tue Oct 21, 2008 11:24 pm
by DaMaN
Keychain wrote:Here's some sandbag models, which are ragdolls as well.

http://www.garrysmod.org/downloads/?a=view&id=38754

Oh look a pumpkin skin in which you can hex into a regular model.

http://www.fpsbanana.com/skins/46735
I tried for hours to get those sandbag models to work - every time i load them up in hammer it crashes!! :?

In other news, I've decided to use fug4life's car yard as a base for one section of Rising Dead. (You can check that part out here: http://www.obsidianconflict.de/forums/v ... 9082#39082) I loaded it up last night and liked it so much that I'm scrapping another section of my map (unmade as of yet) to put it in. I've got a killer puzzle for it too, so stay tuned! It'll be great!

Not sure about a nightclub and a parking lot, but I'll see what I can do ;) A subway is definitely in, as well as a bit more of the same street combat, but expect some surprises.

The npc vrs npc battles were going very poorly until last night, when I finally said "F*** it, you're all using restricted hint-nodes for navigation!" Then it worked beautifully. :roll:

Still working on the first quarter of the map, but it's starting to shape up quite nicely. A couple of copy+pastes, more npcs, and a couple of side objectives and the first quarter will be mostly complete. I'm expecting the 2nd and 3rd quarters to go relatively quickly, but the last quarter might take a little more time. I'm doubtful I can get it done by halloween, (that's only 10 days away), so it might make a better November release.

Posted: Tue Oct 21, 2008 11:46 pm
by fug4life
lol wasn't the first release in Nov? j/k

I think oc_paysan has those sand bag models, or are those sacks?

Edit oh cool your using the yard. :o

Posted: Wed Oct 22, 2008 1:42 am
by DaMaN
fug4life wrote:lol wasn't the first release in Nov? j/k
lol, yea it was. :roll:
One month projected mapping time is nowhere near one month actual mapping time :?
I think oc_paysan has those sand bag models, or are those sacks?
Dunno, I'll look into it.
Edit oh cool your using the yard. :o
Yup :) though I'll be changing it up a bit...

Posted: Wed Oct 22, 2008 5:19 am
by Keychain
Why not use the sandbag props from DoD?

Posted: Tue Oct 28, 2008 8:14 am
by Hydra
Because most of the people don't have DoD:S bought or installed.

Posted: Tue Oct 28, 2008 7:56 pm
by DaMaN
Small little depressing update here:

Been very busy with work, school, &c., so I haven't got nearly as far as I would have liked to this weekend on the map. I've made some small progress, but got stuck with npc scripting not working :?

I think I can definitely say that it won't be ready by Friday, (Halloween), but I'm hoping it'll be done mid-November. Also, during compiles and such, I'll be working on Return to City 17, so expect that to come out late November as well.

Though I've been thinking I'll release a small little map containing the first part of the map as a sort of "preview" for Halloween. We'll see what I manage to get done. ;)

Posted: Tue Oct 28, 2008 8:09 pm
by shiftey
Sounds good. Don't rush it.

Posted: Thu Nov 13, 2008 4:56 am
by shiftey
Any update on this map?