I'm a fairly new mapper and I want to ask a question either to GameDev or oskutin, how did the both of you acquire such mapping skill; just overtime or were you taught this ?
I'm a fairly new mapper and I want to ask a question either to GameDev or oskutin, how did the both of you acquire such mapping skill; just overtime or were you taught this ?
It's like anything else, practice makes perfect. As you do something, you pick up skills and trends that fit your style and that look nice, and your mapping becomes refined. /totally not oskutin or gamedev
I sucked ass at mapping for quite a while, just recently I've been able to take the reins. On the other hand, Oskutin has been mapping for (3+?) years and has over 3000 hours logged in the SDK.
Takes practice, lots of it.
That was me a year and a half ago. I was pretty bad. Shit, that image is from my first post
Edited:
:h:
Just realized you aren't on my Steam, ya'll should add me up
Thanks for the advice, it gives me a lot more moral knowing that fine mapper like you guys also started from the ground up.
P.S Don't worry pyth i was just naming what came to the top of my head,...you were not forgotten.
Not much content to show right now, pretty much just proppering everything I see
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And this worked, I love you
Good news, I managed to get that map under the limits by proppering over 4000+ brushes, and got the map to fully compile.
All that needs done is switches and I have to finish the skybox.
http://www.youtube.com/watch?v=YKUOB8MN4Kc
Keep up the good work, I want to see this map see the light of day.
Here, feast on these images of proppered tracks and ground with broken light origins
And yes, that was the map fully compiled
The cliff texture looks really odd.
The problem is that VRAD is using the bounding box of the model to calculate radiosity bounces from the sun, which is why everything under the bounding box is black. You have two options here:
1) Disable shadows on the prop_static (may look a bit odd with a track without shadows.)
2) Try the buggy "-StaticPropPolys" on VRAD command line compile options (it doesn't always work for me.)
It's BJK's, but I might replace it
Hghgnn, I can't wait.
i like trains
Skyboxes are close to being done
Todo list
Code:- Fix light origins on tracks - Skybox - Optimization with areaportals and hint - Switches (Lots of work) - Fix some collision meshes on models
Well, it looks like I managed to fuck up the tracks collision meshes, so the map is now completley unplayable..
The tracks itself or the trackbeds?
both
In my experience, proppering the tracks itself is a bitch. If you propper a long piece of track the collisions might glitch and the engine will use the bounding box instead. Trackbeds suck aswel, hence the lighting issues above. Imo, I would func_detail them and propper the scenery around the tracks instead (if you haven't done so already).
The tracks and bed combined are over 1500 brushes, keeping them as a func_detail would make the map physically impossible to run.
The only solution is to redo the propper, only in much smaller sections.
Compile with -staticproplighting.
Post #901
Incase you may be interested, I found a helpful tutorial that could possibly suit your needs with regards to optimizing and compiling your propper train track models.
Propper Hammer Modeling tutorial - Optimization
As you have already mentioned, yes, compiling the brushwork into smaller sections would definitely help. I did this with some fencing for a project I had going on a while ago. This prevented an assortment of model errors from rising.
Best of luck with your project!
This will definitely help, thank you very much.
Don't have the track models casting shadows. They are only low on the ground, so their shadow isn't very important at all and you'd be wasting VRAD time for something so trivial.
No wonder! Informative, you are, my good man D:
Very nice job so far, good luck on your progress.
P.S I love trains :3
In case another cityrail comes around, where should it take place? Here is a quick list of possible locations;
I will count votes in this post, but it might not be finalCode:=UK=* -London -Manchester -Liverpool -Bristol -Edinburgh* -Belfast -Dublin =France= -Paris -Lyon -Bordeaux -Marseille =Germany= -Berlin** -Essen -Frankfurt -Stuttgart =Netherlands= -Amsterdam =Belgium= -Brussel =Norway= -Oslo -Bergen -Trondheim =China= -Hong Kong -Shanghai* -Wuhan -Beijing =South Korea= -Seoul* =Japan=* -Tokyo*** -Osaka
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Now oskutin and I are thinking Norway, maybe in the winter?
*COUGH* BERLIN *COUGH*
Brussel is in Belgium.
I vote for Tokyo. With lots of flashy animated textures and such.
Currently working on a train map with some german influences. It doesnt have a specific real world location though.
oh god yes please
I vote custom!
In mountains!
You're the pro here, show us how it's done!
Go jump in a well and call me titty king, no!
I want a snow map. There has never been a snow-themed train map made fully :frown:
It should be flat, too, with two tracks at least. Then I could run my successfully running hl2 train around it like I can with drumdevils' map :3:
Wondering how to mix high-speed rail elements with street-based systems in the next map, I was quite disappointed that the resources and time were not available to have a street-level Helsinki track in gm_cityrail. It would not be fun to require instantly braking as you switch from high-speed elevated rail to a street, should slower tracks be left out of the next also? I made a quick concept of the sort;
Edited:
No img_thumb tags?
[thumb][/thumb]
Is there anything that can be done about the way trains jump a little bit when they go over switches.
It depends on the track width.
Another funny thing about track width, though somewhat irrelevant thing about rail widths is how badly corners and bends can mess up the actual width between the rails. The harder a corner gets, the closer the rails get -- this is typically overlooked because Source physics aren't perfect, but several times I was forced to fix it.
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It's funny because I overwrote the prop and now the tracks are gone
Fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit fixit...
fixit fixit fixit fixit fixit.
-Fry