(WIP) HL2DM Industrial Canal.

AcousticToad

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(WIP) HL2DM Industrial Canal. (Working Title)

Hey all,

I've got to the point where my map is in a good shape to do some pimping. Its pretty small, 3 buildings (so far) which are gonna be the main focal point for the fights. Outside gives way to a dusky setting, the sun is going down, the lights are coming on.

Theres a few things left to fix/add before it'll be finished, then there the problem on the map taking over 8 hours to compile the base portals (which is probably the reason the water isn't working) then its down to weapon placement, maybe adding some traps/secret areas, moe physics objects and the final optimising and ambient sound. Also, lights need to be added on the front of the buildings so they dont look too dark.

Well, heres the pics, I'll try to give a description of each next to the url.

http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0000.jpg - The first Warehouse, the roof may need to be fixed. The 3d skybox came out better than I had anticipated.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0001.jpg - Dumpster, only a physics objects in here, possible that more will go in.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0002.jpg - First time try at small scale displacement. Will need to tweak it a little.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0003.jpg - The other warehouses, lighting still needs to be fixed
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0004.jpg - Inside Warehouse 1, tweaking needed
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0005.jpg - This door can be used as a makeshift shield as its a physical object, the glass can be broke
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0006.jpg - Warehouse 1 ceiling supports, needs work.

http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0007.jpg
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0008.jpg
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0009.jpg - This door can be blown up, providing a side entrace to the warehouse

http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0010.jpg - Cooling towers, fenced in. Possible secret health/ammo behind the fence and can only be brought out with manipulator.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0011.jpg - Another outside shot of the other two warehouses, needs more light.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0013.jpg - Second warehouse looking in from the outside window, glass can be broken for a secondary entrance.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0014.jpg - Inside warehouse 2 proper
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0015.jpg - These stairs were a pain, took a while to align the model and floor.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0016.jpg - Warehouse 2 from the top of the stairs.
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0017.jpg - The stairs in warehouse 3 aer broken, but theres still a few ways in. Needs tweaking.

http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0021.jpg
http://img.photobucket.com/albums/v215/acoustictoad/industrialmap0022.jpg - The bugged water, the biggest of the problems.

Thats it for now, when everything is working and optimised i'll post more screens.

Any comments/suggestions/critisim? All are welcome.

-Toad
 
I think it looks very good! Nice work! :thumbs:
 
Looking good! Are you running a full compile or a fast one? 8 hours is a long time to wait to see your map!;)
 
Just the normal one, I think it was taking that long because of a few bugs, and the carving around the canal bend. I think it may be fixed now, nearly all walls except the visible ones have a Nodraw texture, models are prop_detail, the bend and tunnel are func_detail. So im hoping it will compile faster this time. Gotta put Hint brushes in yet though. And cubemaps.
 
About that water, I believe it isn't allowed to intersect with other brushes, so I suggest changing the map a little and making the dock a func_detail. Make sure there's a brush underneath though to block VIS.
 
Do a fast compile it will cut times down by tons and still show your lighting etc properly.
 
fast complile will not give the map the proper optimization it needs when ran...bad fps...the water is allowed to touch anything but when it does that makes the vis time slower. and anything that is underwater is compiled twice...once for reflection and then once for refraction...
 
Fast compile worked as a test for the lighting, it looked pretty good but as Tank said, it did lag a bit, especially when looking at the sky.

The major slowdown on the big normal compile is when it gets to the vrad section, when its compiling the Baseportalflow section it takes a helluva long time to work through, yet the bsp file is only around 3mb total. At the moment im adding weapons and more items then i'll try a big compile. Gotta figure the hint brush out first.

Thanks for the help peeps.
 
Hint brushes won't help you with Vrad - they're to help with VIS
 
Ok, I put 2 hint brushes down, painted every non visible face with a nodraw texture and it now compiles in 6min, managed to get the visable faces down from 13,045 to 624.

Heres some new pics, theres only a few final things to do, lighting, weapon placement (and weapons that actuall work) and a few structure changes but nothing major, some spot lights are not working so they can be replaced with normal ones with sprites. My barrel logic needs tweaking, it respawns 3 new barrels for every one barrel, and it spawns them in the same place.

http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20001.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20002.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20003.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20004.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20005.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20006.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20007.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20008.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20009.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20010.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20011.jpg
http://img.photobucket.com/albums/v215/acoustictoad/hl2map/industrialmap20012.jpg

The descriptions are the same as the first lot so i'd just be repeating myself. Should be done by tomorrow.
 
im in the process of trying to improve game performance too. Using hint brushes and nodraw, not sure how these hintbruses work exactly but ill figure it out!:)
 
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