Cube_Figure Eight

A forum dedicated to chat about maps and the Source SDK for any Mod including tips and tutorials.
Cheesy89
Villun
Villun
User avatar
Posts: 331
Joined: Sun Aug 17, 2008 8:43 pm
Azormik’s avatar
Loading…

Cube_Figure Eight

Post by Cheesy89 » Mon Sep 01, 2008 9:54 am

This Is the first map that I've made and it's for Weighted Companion Cube Soccer. I got two screen shots to show you guy's and ladies :) .
I dont want to show that much until I finish texturing,adding light and adding a sky box. Tell me what you think of my map.
ImageImage
Last edited by Cheesy89 on Mon Sep 01, 2008 2:26 pm, edited 7 times in total.

!B a T m A n!
Villun
Villun
User avatar
Posts: 3231
Joined: Thu Jan 17, 2008 5:02 pm
Location: Vancouver

Games Played

Ville Awards

B a t m a n g’s avatar
Loading…

Post by !B a T m A n! » Mon Sep 01, 2008 2:04 pm

take the image code thingy [img]-------[/img]
its that one
Image

Cheesy89
Villun
Villun
User avatar
Posts: 331
Joined: Sun Aug 17, 2008 8:43 pm
Azormik’s avatar
Loading…

Re: Cube_Figure Eight

Post by Cheesy89 » Mon Sep 01, 2008 2:27 pm

Thanks !B a T m A n! .

!B a T m A n!
Villun
Villun
User avatar
Posts: 3231
Joined: Thu Jan 17, 2008 5:02 pm
Location: Vancouver

Games Played

Ville Awards

B a t m a n g’s avatar
Loading…

Post by !B a T m A n! » Mon Sep 01, 2008 2:32 pm

np

its on its way helios looks good!
Image

Cheesy89
Villun
Villun
User avatar
Posts: 331
Joined: Sun Aug 17, 2008 8:43 pm
Azormik’s avatar
Loading…

Re: Cube_Figure Eight

Post by Cheesy89 » Tue Sep 02, 2008 5:34 pm

What type of lighting is usually used in indoor WCC Soccer map's? All I have to do is finish the lighting and do a couple touchup's then I am finished my first map.

l3eeron
Retired Admin
Retired Admin
Posts: 9995
Joined: Mon Oct 23, 2006 10:51 am
Location: The surface of last scattering

Games Played

Ville Awards

<eVa>l3eeron’s avatar
Loading…

Post by l3eeron » Tue Sep 02, 2008 5:40 pm

Cool lookin stuff there...

Cube maps are fun to make :D

I must warn you though, all that round geometry is going to spell disaster when you go to actually play the map. There are some tricks to keep the FPS playable while using lots of round stuff, but its not for beginners. Keep in mind the game likes straight lines. They're easy to render.

As far as lighting....

place a "light" where ever you think it needs it. And use a skybox/name along with a light_environment to light the map:

here's all the sky names and light_env settings.

http://developer.valvesoftware.com/wiki/Sky_list

Hope that helps!

shimmybot
Villun
Villun
User avatar
Posts: 3601
Joined: Mon Apr 14, 2008 12:57 pm

Games Played

Ville Awards

Shimmybot’s avatar
Loading…

Post by shimmybot » Tue Sep 02, 2008 5:50 pm

[quote="l3eeron";p="117579"]
Cool lookin stuff there...

Cube maps are fun to make :D

I must warn you though, all that round geometry is going to spell disaster when you go to actually play the map. There are some tricks to keep the FPS playable while using lots of round stuff, but its not for beginners. Keep in mind the game likes straight lines. They're easy to render.

As far as lighting....

place a "light" where ever you think it needs it. And use a skybox/name along with a light_environment to light the map:

here's all the sky names and light_env settings.

http://developer.valvesoftware.com/wiki/Sky_list

Hope that helps!
[/quote]

This :lol:

Mad-Hammer
Retired Admin
Retired Admin
User avatar
Posts: 2064
Joined: Sun Oct 22, 2006 5:26 pm
Location: Point Pleasant, WV

Games Played

Ville Awards

=SG=Mad-Hammer’s avatar
Loading…

Re: Cube_Figure Eight

Post by Mad-Hammer » Tue Sep 02, 2008 5:51 pm

One last bit of advice coming from one mapper who loves circular shapes to another......either use func_detail or func_brush on on your spherical shapes. If you don't, it will play heck with vrad and make the map way heavier than it should. :D
Image[/center]

Cheesy89
Villun
Villun
User avatar
Posts: 331
Joined: Sun Aug 17, 2008 8:43 pm
Azormik’s avatar
Loading…

Post by Cheesy89 » Tue Sep 02, 2008 6:05 pm

I ran the map and it run's smoothly.
[img=left]http://img541.imageshack.us/img541/4606/newsig.jpg[/img]

shimmybot
Villun
Villun
User avatar
Posts: 3601
Joined: Mon Apr 14, 2008 12:57 pm

Games Played

Ville Awards

Shimmybot’s avatar
Loading…

Post by shimmybot » Tue Sep 02, 2008 6:09 pm

[quote="Helios 36";p="117591"]
I ran the map and it run's smoothly.
[/quote]

with 1 person yeah. Try 24. thats when you start getting problems ;)

Cheesy89
Villun
Villun
User avatar
Posts: 331
Joined: Sun Aug 17, 2008 8:43 pm
Azormik’s avatar
Loading…

Re: Cube_Figure Eight

Post by Cheesy89 » Tue Sep 02, 2008 6:15 pm

[quote="Mad-Hammer";p="117584"]One last bit of advice coming from one mapper who loves circular shapes to another......either use func_detail or func_brush on on your spherical shapes. If you don't, it will play heck with vrad and make the map way heavier than it should. :D[/quote]
I cant seem to find func_detail or func_brush?
Expect more "noob" question's later lol.

shimmybot
Villun
Villun
User avatar
Posts: 3601
Joined: Mon Apr 14, 2008 12:57 pm

Games Played

Ville Awards

Shimmybot’s avatar
Loading…

Post by shimmybot » Tue Sep 02, 2008 6:21 pm

dont worry, I got stuck on this too


you need to select what world geometry you want to be it then press ctrl+t (tie to entity) and it will make that brush a brush based entity (the light bulb is point based)

then once you've done that select func_detail or brush, your choice :D

Cheesy89
Villun
Villun
User avatar
Posts: 331
Joined: Sun Aug 17, 2008 8:43 pm
Azormik’s avatar
Loading…

Post by Cheesy89 » Tue Sep 02, 2008 6:28 pm

[quote="shimmybot";p="117582"][quote="l3eeron";p="117579"]
Cool lookin stuff there...

Cube maps are fun to make :D

I must warn you though, all that round geometry is going to spell disaster when you go to actually play the map. There are some tricks to keep the FPS playable while using lots of round stuff, but its not for beginners. Keep in mind the game likes straight lines. They're easy to render.

As far as lighting....

place a "light" where ever you think it needs it. And use a skybox/name along with a light_environment to light the map:

here's all the sky names and light_env settings.

http://developer.valvesoftware.com/wiki/Sky_list

Hope that helps!
[/quote]

This :lol:[/quote]
Admit it this look's cool. Can you overdo using func_detail?

shimmybot
Villun
Villun
User avatar
Posts: 3601
Joined: Mon Apr 14, 2008 12:57 pm

Games Played

Ville Awards

Shimmybot’s avatar
Loading…

Post by shimmybot » Tue Sep 02, 2008 6:30 pm

oh, the map looks great.

and, i'm pretty sure there isn't other than the limit of entities per map

Cheesy89
Villun
Villun
User avatar
Posts: 331
Joined: Sun Aug 17, 2008 8:43 pm
Azormik’s avatar
Loading…

Post by Cheesy89 » Tue Sep 02, 2008 6:40 pm

Will it run better if I just leave the DX levels at default? Will the performance improve even more if I decrease the maximum DX level?

Post Reply

Who is online

Users browsing this forum: No registered users and 9 guests