duel_waterfront

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duel_waterfront

Postby ZombieswithJetpacks » Sat Sep 28, 2013 12:09 am

So developement of duel_waterfront is slowly coming along. I now have a custom modeler working on some custom models for me, so alot of this map will be custom textures and models :D Anyway, I have a few pictures and a few problems I need help with. For now though, show off time. To get the full image please click on it:

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Cliffs and Lighthouse in dev

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Boardwalk and building. I am having an odd issue with those textures were the missing texture checkers over top the the textures as you can see. Whats the fix?

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pier and building

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pier and lighthouse

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Image
pier and supports

Another question I have is what water texture did you use to create the ocean effect in the temple and what particle effect created the ocean waves?
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Re: duel_waterfront

Postby Fedio » Sat Sep 28, 2013 12:27 am

The checker boards normally means a missing texture. Check your vmt to see what normal map it is pointing to.
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Re: duel_waterfront

Postby York » Sat Sep 28, 2013 1:26 am

Looks great! Can't wait to play in it!
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Re: duel_waterfront

Postby ZombieswithJetpacks » Sat Sep 28, 2013 11:30 am

Ironically enough, the texture with the checkerboard problem is an official texture. I'm not sure what I need to do to make it work. Also the windows in that one building are acting strange as well, as they flicker from bright to dark for no reason depending on your distance from them and fade out all together eventually.

Also random question. What scene would you rather clash blades next to?

A beach were a coast guard boat is pulled up on shore to find many bags of drugs washed up on the beach (prolly invent a cheesy name for the drugs to like venom or surge).

Or a beach were a body is found washed up on shore and the police are investigating.

I can not decide which one sounds more awesome a scene to fight next to.
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Re: duel_waterfront

Postby Fedio » Sat Sep 28, 2013 11:58 am

What texture is it?
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Re: duel_waterfront

Postby ZombieswithJetpacks » Sun Sep 29, 2013 12:15 am

brickwall/d_giantbrickwall_windows1
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Re: duel_waterfront

Postby Fedio » Mon Sep 30, 2013 11:07 am

Have you added any cubemaps and built them in game?
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Re: duel_waterfront

Postby ZombieswithJetpacks » Mon Sep 30, 2013 12:26 pm

yes I have a few cubemaps pointing to the windows below the building and a few other miscellaneous ones. The windows seen in the building are actually multiple brushes tied to func_details. I have yet to point cubemaps at the textures themselves so I'll give that a try.
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Re: duel_waterfront

Postby MindlessSolitude » Sun Oct 06, 2013 9:25 am

Looks awesome.
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Re: duel_waterfront

Postby fug » Wed Oct 09, 2013 5:58 am

Really liking the map, any luck with the cubemap/specular/normal map issue on the building?
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Still in Dev Map Available

Postby ZombieswithJetpacks » Wed Oct 16, 2013 9:19 pm

While the map is far from complete, it is playable and not completely hideous. Please give it a try and if you find any glitches let me know. Also comments or suggestions for the arenas would be appreciated.

http://www.mediafire.com/download/119ie ... rfront.vpk

Enjoy your stay at the Pork House :D
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Re: duel_waterfront

Postby Mkilbride » Wed Oct 16, 2013 11:11 pm

How do I get it to work? it's not BSP. I tried putting it in both the Workshop, and Maps folder, and tried to change via the console, but could not.
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Re: duel_waterfront

Postby ZombieswithJetpacks » Wed Oct 16, 2013 11:22 pm

So I done goofed. When I created the folders for the vpk I forgot to add materials for the custom boardwalk folder full of custom textures. I have created a new and better download and you should use that one from know on.

However there is a problem and is that the vpk wont install itself. Termi got it working by putting it into the addons folder though im not entirely sure how. I'm not sure why the vpk won't work but it should work if you put it in there. Any suggestions?

http://www.mediafire.com/download/i3q6a ... rfront.vpk
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Re: duel_waterfront

Postby Mkilbride » Thu Oct 17, 2013 3:10 am

Want to get it running on my server, but can't.

It's not BSP, so...

I can't see any way to get this to work.

Ok, I figured it out: I used a VPK extractor and just placed the BSP in the map folder. BAM!
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Re: duel_waterfront

Postby ZombieswithJetpacks » Thu Oct 17, 2013 12:39 pm

Yay glad you got it working! :D Are the textures showing up?

Also for anyone who would know, i am trying to create custom overlays but they are not working. I have tga files with black background layers and then the main image layer. I save them as a vtf file then create a vmf. Afterwards I edit the vmf in notepad so it says:

"LightmappedGeneric"
{
"$basetexture" "boardwalk/overlay_graffitiA"
"%keywords" "overlay"
"$translucent" 1
"$decal" 1
"$decalscale" 0.25
}

However in hammer they still show up with a solid color background. I have tried using white, black, but can not get the files to be transparent for the life of me.
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Re: duel_waterfront

Postby ZombieswithJetpacks » Thu Oct 17, 2013 2:24 pm

Ok so even when rendered it is not transparent. I have tried every method of creating vtfs and vmf and have tried different bits of code, none of which work. This leads me to the assumption that I am not preparing my TGA files correctly. Anyone know how im supposed to do this, been trying to make these bloody overlays for hours.
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Re: duel_waterfront

Postby Fedio » Thu Oct 17, 2013 2:55 pm

Are you saving the transparency texture in the alpha channel?
Check these two sites out.
http://www.jailbreaksource.net/blog/?p=1035
https://developer.valvesoftware.com/wiki/Decal

I think you mean vmt not vmf.
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Re: duel_waterfront

Postby Mkilbride » Thu Oct 17, 2013 8:25 pm

Can you please do a proper BSP file in the future?

I also have to upload the materials one at a time to my server - which I find very annoying.

This VPK format is not proper for BS at current.
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We have screenshots

Postby ZombieswithJetpacks » Thu Oct 17, 2013 10:00 pm

I thought I had made a proper bsp. I followed the rules of creating a vpk to the letter (on the second attempt haha) and in the map was my bsp file.

Anyway, after a long day of trying to make these overlays work, they do :D

Image

Image

Image

Image

Also, I really wish the tournament wasn't when I worked :( Eh, that's life.
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Re: duel_waterfront

Postby Khanecz » Thu Oct 17, 2013 11:52 pm

Very nice ;)
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Re: duel_waterfront

Postby Mkilbride » Fri Oct 18, 2013 9:52 pm

Yes, but this is not a game that accepts VPKs easily. You need to manually create an add-ons folder.

I uploaded it to my server, and while it would load, it loads without the materials.
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Re: duel_waterfront

Postby ZombieswithJetpacks » Sat Oct 19, 2013 3:16 am

I will create it properly next time, I simply was ignorant of the process. However at this point it's progressing so fast I'm just going to wait till all that the map needs is it's custom models.

Also I have 3 new screens to share. With that in mind, Flux, I want to take you to the Pork House. Thats right, I turned your name into a night club. Feeeeeeeeeeeeeeeeeeeeeeel the Looooooooooooooooooove!

Image

Image

Image
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Re: duel_waterfront

Postby Mkilbride » Sat Oct 19, 2013 10:33 pm

Possible to get a FFA version of this?
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Re: duel_waterfront

Postby ZombieswithJetpacks » Sun Oct 20, 2013 1:11 am

Yes I definitally will build an ffa version. But it will probably still have alot of invisible walls as my map relies on perspective tricks (ie, if you walk behind the buildings the geometry becomes unsafe to the point were you could fall of the map)
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Re: duel_waterfront

Postby Mkilbride » Thu Oct 24, 2013 4:28 pm

So I finally got FTP Access and properly uploaded the matierals - and yet, it's white for everyone still...


It does not happen with my friends maps, though.


Finally got it working by adding the materials to the BSP itself. Problem solved, people are now enjoying your map on my server. (Used PAKRat)

Can't wait for the finish product.
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