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billionlioe

Presenting, nms_midwest WIP survival

35 posts in this topic

Hullo everyone, most (probably) of you are like to recognize me as the creator of nms_motel and nmo_zephyr; today, I shall add yet another map to that roster, ladies (i'm sure there are some ladies in the crowd) and gents, I present nms_midwest.

Story wise its set after zephyr, so expect the return of Zephyr 9021(0), the green caboose, that flatcar, and Burlington Northern's green boxcar, as well as a guest appearance by the Train Engineer (starring me).

SCREENS:

Sunrise

emSdSNJ.jpg

Fragrant, spicy and pleasing Ma La Soup restaurant, 1st floor.

QIo53bj.jpg

Fragrant, spicy and pleasing Ma La Soup restaurant, 2nd floor, and scene of a tragedy.

AaBvFWi.jpg

Opposite to the sunrise, the bridge(s) spans a canal.

nV1fxM0.jpg

Inside the bar (the yellow building in the pic above), I was gonna model some signage, but haven't got around to that yet... Guns under the counter.

mTiiPI9.jpg

Bar from another angle (the 2nd floor is too embarassingly empty to show so far lol)

5L3YcPE.jpg

Alleys behind the bar.

Pkmlsn5.jpg

Other side of the tracks. The supply crate spawns on mapstart, (to compensate for weapon/ammo lack in the map), also lets play spot the grisly easter egg :P

HD4uXjl.jpg

Warehouse interiors. It also features....

xXZZBv8.jpg

RESPAWNING EXPLOSIVE CRATE VERSION 2.0!!!111!!1! (available soon in The Prefab Factory)

g8LiMIr.jpg

Street perpendicular to the first 2 pics.

zrnsUGz.jpg

Da gunshop. (weapons are all empty, special thanks to porkchops4lunch for the inspiration, it really is unrealistic to get loaded weapons) Spot the ammo cache ;D

VhFZ8ei.jpg

CUSTOM STUFF:

Stuff I made specifically (may be reused in the future) for midwest.

-Restaurant sign texture, the frame is nmrih model.

aKkNO1a.jpg

- Dartboard, first model made in blender. Probably will be remade in the future.

z4PCii1.jpg

- An assortment of price tag signs for all firearms in nmrih (minus the mp5a3 and the mac10), just the sw686 and the 1911 ones in the pic.

Mqqfhtg.jpg

I hope you are all as excited as I am about midwest (sounded better in my head), however it still needs a bit more stuff (like soundscapes and a loading screen, as well as a few more things that I can't recall at this time), but expect an open beta test soon; i.e before a full release.

Of course if any readers see anything worth criticizing in the pictures above, do not hesitate to post about it :)

-BillionLioe

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Looking promising keep it up!

This is what I need your help for :P

Will probs be ready by the end of the week. (unless I get really lazy XD)

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Looking good so far. I'll get a spot ready for yer in the Prefab Factory.

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Bring it on dude. Love these kind of open survival map. Look very good so far, cant wait for the open beta.

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UPDATE:

Done a few stuff, the most major of those are soundscapes; got them working for the map. So unlike motel and zephyr, midwest will not be disturbingly silent, there will be the pitter-pattering of rain, and stuff. (mostly rain thou :P) Music will still be there don't worry (althought it will be on modified soundscripts, got a lot of browsing to do).

Damn, that looks hot

Bring it on dude. Love these kind of open survival map. Look very good so far, cant wait for the open beta.

Thanks you two :)

Looking good so far. I'll get a spot ready for yer in the Prefab Factory.

Ooooh, a reservation :3

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great looking shit man, I like it a lot. My one recommendation is to break up the uniform heights of a lot of the buildings on the street.

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great looking shit man, I like it a lot. My one recommendation is to break up the uniform heights of a lot of the buildings on the street.

Oh hey, sup.

I'm assuming you mean the silhouetted buildings? They're skybox objects, I'm not too sure about the building heights of small towns in the midwest US, I'll play with the scales a bit, lets see if I can get it any closer to reality.

EDIT:

Or are you meaning the buildings in the main playing area? :s I jut realized that you could have been talking about those D:

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The atmosphere looks good but it's not at it's full potential. The fog suddenly drops off, is too blue and too bright.
Everything else looks great! I like the bar interior and the water in the alley.
That dart board is great man. And that sign is comforting to look at for some reason lol.


Maybe turn down the FX Amount on the point_spot lights a bit in the warehouse.
Also (I'm just offering suggestions) base your lighting on real world light bulbs commonly used with that type of light model in a warehouses like metal halide bulbs.
An approximate RGB for a metal halide bulb is 242 252 255. It's pretty close to white but with a crisp fresh feel to it. It's a base to work off.
Here's a site I've been using for reference: http://planetpixelemporium.com/tutorialpages/light.html
Or you could use photoshop or gimp or whatever to get the rgb value's from a color temperature chart lie the one below.


colortemp.jpg

All in all, I'm looking forward to seeing/playing this map when you complete it.
Also the price tags for the guns is an awesome touch lol.
Keep it up billionlioe.

edit: There is ALOT of varying kelvin color temp charts to choose from if you google it.

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Thanks for the detailed criticism Caleb, SO if I understood you properly, you meant that the lights in the warehouse should be of "242 252 255" values? ( Oh and reduce effect amount :P ) The current light has a yellow-ish hue to it, i'm test to see if the more "realistic" value works.

As for the fog...I didnt realize it was weird until just now xD

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Thanks for the detailed criticism Caleb, SO if I understood you properly, you meant that the lights in the warehouse should be of "242 252 255" values? ( Oh and reduce effect amount :P ) The current light has a yellow-ish hue to it, i'm test to see if the more "realistic" value works.

As for the fog...I didnt realize it was weird until just now xD

You're welcome, billionlioe.

Yea that RGB is based off of an approximation of the color a metal halide bulb will render which is the type of bulb used with that type of light model in that context. Newer metal halide bulbs have better efficacy and render color better than older bulbs. It's a realistic base color to work with.

I've been learning about lighting in Source and trying to replicate real light sources according to the light model and what kind of bulb it would use within its context.

Also giving a light source a higher Linear value than Quadratic is good for dry environments.

Quadratic gives the light a murky, humid, wet, hazy looking glow which goes great in those type of environments.

I really just want to share what I've been learning and you've given me the opportunity to do so lol.

With the point_spotlight I guess I'm just sick of looking at them as I've been spending alot of time on llighting a room in my map.

They don't look bad anymore. They never really did. I was just sick of looking at them. : \

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I really just want to share what I've been learning and you've given me the opportunity to do so lol.

LOL, well it definitely helped, look at this thing:

9oOk64V.jpg

IMO, looks more fitting now...albeit too bright perhaps, but it does seem to fit the models I used better.

As for the spotlights, I had reduced their intensity nonetheless, i'm considering whether func_dustmotes will work in the higher areas of the warehouse...

My one recommendation is to break up the uniform heights of a lot of the buildings on the street.

Still unsure what this was about, I did modify the skybox brushes though.

w13e6oz.jpg

bS0Bk5H.jpg

They have "slightly" more variation now, ofc the silhouette merges all the different structures, so that kinda makes it harder to tell distance, so taller stuff from further away now looks like its the same height as closer stuff.

Oh, Changed the blueish fog:

qyuEB91.jpg

It is now a more muted, green blue colour. I like this one better, what do you guys think? (Also, spot the me_fubar yo :P )

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The warehouse looks alot better. The point_spotlights look cleaner and not so chalky and thick like they were before.
I also think it is a little too bright. The wall lamps look a bit too bright as well. Maybe make a the color a little paler on the wall lights.
Dustmotes could be a nice touch and add atmosphere to the warehouse.
Overall it looks better.
The fog is nearly perfect and looks more realistic. It compliments the rain and time of day (if it's supposed to be early morning) where the sun is rising heating up the earth causing the water on the ground to steam up and evaporate. It gives it a really humid look and feel which is common in the Midwest during the rainy seasons.

If you have any free time could you record a video of your map so we can see it in motion?

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If you have any free time could you record a video of your map so we can see it in motion?

I know how to record a demo (in source), but thats it :\

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Just made a new prop for midwest

6ZWSMtR.jpg

Now you will KNOW its a bar instead of deducing it from the interiors xD

If someone has good experience with modelling in blender, I would gladly accept their help and advice.

Finally, about the pre-release beta test, probably happening next weekend since most of the map is done at this point (still needs a few decor models/texture made, but that shouldn't be a problem).

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Very nice. I like the colors, their arrangement. And the shape of the sign, and the fonts used.
This will be good for communication and navigation as well.

Awesome. Looking forward to testing your map. : D

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Small update:

Shiny Bloomytastic

IVVVw8s.jpg

Got the bar's 2nd floor furnished! The pool tables are placeholders, I need to make a custom one later as these are from l4d2...

QcHMaYP.jpg

Those weird poles beside the road/tracks have been replaced by cables, which I must say makes a whole lot more sense and looks way better :D

3Axp0z1.jpg

Lastly I don't know if any of you spotted this before, buuuut....

9pA4xVr.jpg

Very nice. I like the colors, their arrangement. And the shape of the sign, and the fonts used.
This will be good for communication and navigation as well.

I must say that I made the sign mostly for immersion's sake, I didn't realize it had merits as a landmark as well :D

Beta test coming really soon!

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That first floor window in pic 1 is really derpy looking. Is there a reason it's so off center? Is there like a table on the other-side or something?

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That first floor window in pic 1 is really derpy looking. Is there a reason it's so off center? Is there like a table on the other-side or something?

There actualy is a bar counter behind there xD I agree though its a bit derpy since its higher than the door beside it...Probably should move it down.

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UPDATE:

So I was looking at midwest and thinking "Needs more stuff", and decided to put some func_dustclouds, i like how its turning out, what do you guys think?

dIRvkVd.jpg

On a related note, I got the VBSP fix for cubemaps.

yU5Ycj5.jpg

daid8uy.jpg

The roads are slick and shiny now :D

But they look weird at the seams where the brushes touch. I have been experimenting a little with static envmaps, but they don't seem to work on brushes :\ Can anyone (mapper/texture artist/anyone??) give some pointers?

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You can tell an env_cubemap entity to apply the cubemap to specific faces.

A better way would be to turn those roads into displacements and use a WorldVertexTransition texture where you define the same texture twice, except one of them doesn't have a normalmap (so no specular). That way you could just paint the wet spots where they're most convenient for you.

Edited by durkhaz~

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You can tell an env_cubemap entity to apply the cubemap to specific faces.

Wouldn't that cause some weird envmapping? I'll try it out nonetheless

A better way would be to turn those roads into displacements and use a WorldVertexTransition texture where you define the same texture twice, except one of them doesn't have a normalmap (so no specular). That way you could just paint the wet spots where they're most convenient for you.

Oh wow, why didn't I think of THAT ?? Definitely experimenting with this.

Thank you for the useful input Durkhaz :D

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Well, after some tries; I have determined that worldvertextransition is a bit on the picky side with envmaps. Sometimes it works, sometimes it flips me the bird :\ . I ended up extracting the normal map and authoring a new alpha for it...I hope SJ (probably sick joe) doesn't mind my vandalism... :|

And with that last bit midwest is finished :D (minus the pool tables, i swear i'm working on a custom model for that), I have asked TUSK3N1337 to give me a hand in testing it and I would like to thank him greatly for the services rendered to me :3

If he read my instructions, he would be posting the server name/ip in a few hours time.

Thank you for reading.

Note: the beta test map may(will) differ from version 1, as I will add or subtract features from version 1 based on feedback recieved.

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