I'm making an attempt at a map for PNRP

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Re: I'm making an attempt at a map for PNRP

Postby [TBU] CrazyKid » Tue Oct 11, 2011 2:25 am

Final details on the Graveyard spawn, Gas station, and Water tower are almost done, then construction on the destroyed town will begin.
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Re: I'm making an attempt at a map for PNRP

Postby [TBU] CrazyKid » Tue Oct 11, 2011 4:54 pm

I was able to merge my models and materials from Half Life 2: Episode 2 into my garrysmod/garrysmod directory and now I have a much more expansive list of materials and models that can be used for building this map. I will be merging my CS:S textures and models to the same directory for an even more expanded list of stuff.

Although, because I need to make this map as accessible as possible I will not be over-using models or textures from any other games than Half Life 2.
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Re: I'm making an attempt at a map for PNRP

Postby LostInTheWired » Wed Oct 12, 2011 2:09 pm

Pretty cool stuff. Hopefully I'll have internet at home again before it goes alpha. Maybe me n' eldar can manage an update before it's out. XD
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Re: I'm making an attempt at a map for PNRP

Postby [TBU] CrazyKid » Thu Oct 13, 2011 12:35 am

Cool thing here;

There was a very nasty bug on my garage door because of a visleaf. Get in a jeep, switch to 3RD person, and back up behind the visleaf and you see the garage door disappear. This bug even happens on gm_postnuke_beta_4. :O

I discovered a fix with some research. This leaves you with much better quality since the doors will not disappear.

Simply put:

Make the brush touching the top of the door a func_detail. This removes the visleaf fixing the disappearing door issue. You have to follow the rest of these instructions to make the area portal work, otherwise you will have failure.

1. Cut the area portal down to 1.0 width.

2. Apply the SKIP texture to all 5 sides except for the side facing outdoors, leave that one as AREAPORTAL. Also, make sure that brush is still a func_areaportal.

3. Create a second brush directly behind the areaportal --in other words 1.0 units behind it creating a total of 2.0 width counting the two brushes-- and DO NOT TIE IT TO AN ENTITY. Apply the SKIP texture to all 5 sides except for the side facing into the garage, leave that one as HINT.

DONE! The bug has been fixed. Hope this helps someone. 8-)
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Re: I'm making an attempt at a map for PNRP

Postby Remnant John » Sat Oct 15, 2011 11:09 pm

he already sounds like a pro, i think he's turning to one ;)
crazy's map is amazing
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Sir Remnant John Helios, Colonel, First Class
Co-Leader of the Xion Mercenary Unit
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Re: I'm making an attempt at a map for PNRP

Postby CmdZoidberg » Mon Oct 17, 2011 3:07 am

Stop brown nosing or he'll start to slack off.
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Re: I'm making an attempt at a map for PNRP

Postby [TBU] CrazyKid » Mon Oct 17, 2011 8:50 am

Haha zoid that's funny...

Anyway, I've made significant progress! :D

Change log:
-Added more slopes and hills, decreased flat land
-Added a collapsed inaccessible car tunnel with vehicles and debris jutting out of the rubble.
-Added more light to the environment
-Added a new building for the destroyed town
-Added some info_lighting entities to fix certain static props turning dark after map compile
-Added more overlays (graffiti, posters, etc)
-Fixed over-use of light entities in the gas station
-Fixed some displacements
-Fixed some textures
-Fixed gas station area portals
-Fixed the destroyed town's dock's props (the chair and bucket)
-Changed some brushes on the gas station, and most destroyed town building brushes to func_detail to break certain visleaves and reduce lag
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Re: I'm making an attempt at a map for PNRP

Postby [TBU] CrazyKid » Fri Oct 21, 2011 9:20 pm

Doing really well on my map as of the 21st! :D

It's official -- this map will require Half Life 2, and Half Life 2: Episode 2 to be seen the way it was intended.
---------------------------------------
Future Developments:
---------------------------------------
1. Cave inside a mountain
2. Destroyed Miner Factory
3. Sewer Tunnel
4. More slopes and hills
5. More trees
6. More ruins
7. 3D Skybox
8. AI nodes
9. Cubemaps
10. Better Optimization
---------------------------------------
Changelog:

-Added more buildings to the destroyed town...
-Added a motel to the destroyed town...
-Added a invisible cone-shaped brush to the top of the water tower to prevent players from hiding in it (a big "HA-HA" to those who did! XD)...
-Added more water...
-Added big power towers with power lines...
-Added some Episode 2 stuff...
-Added an area for the water treatment facility...
-Added a working backup generator to the destroyed town's general store - controls all lights inside...
-Changed the gas station parking lot width, added two more spots...
-Fixed a lot of bugs, still more to come...
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Re: I'm making an attempt at a map for PNRP

Postby POSTMAN » Sat Oct 22, 2011 11:39 am

needs more pitchers!!
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Re: I'm making an attempt at a map for PNRP

Postby [TBU] CrazyKid » Tue Nov 08, 2011 7:47 pm

Official testing of the pre-alpha map pn_revelation (pre-alpha version 191) on the dev server tonight. Progress is being made.

The map is not ready. Just testing some things.
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