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billionlioe

Presenting, nms_midwest WIP survival

35 posts in this topic

The server for beta testing is now up. Join 81.224.51.244:27015 - get ready to kill some zombies.

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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 :\

The order in which you define the textures and bumpmaps actually matters if I recall correctly. Take this as a reference:

	"$basetexture" "hellgate/lavacrust"
	"$bumpmap" "hellgate/lavacrust_normal"
	"$envmap" "env_cubemap"
	"$normalmapalphaenvmapmask" 1
	"$envmaptint" "[ .1 .1 .1]"

	"$basetexture2" "hellgate/lava"
	"$bumpmap2" "hellgate/lava_normal"

I just played your map for a bit and I got to say I really like how it turned out. You really have an eye for detail. There are a few problems with the nav mesh however. Zombies are getting stuck left and right, especially in the bar.

Edited by durkhaz~

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As durkhaz said the nav mesh needs to get fixed. pictures below.

Abrk1Wz.jpg

YKqFhHU.jpg

FRCttXz.jpg

And I also get this message when I join same with the map nms_hmansion but pinzdesign fixed it.

SOLID_VPHYSICS static prop with no vphysics model! (models/billionlioe/trainrail_1024_double.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/billionlioe/trainrail_1024_double.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/billionlioe/trainrail_1024_double.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/billionlioe/trainrail_256_notie.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/billionlioe/trainrail_256_notie.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/billionlioe/trainrail_1024_double.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/static/cabf_acunit.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/static/cabf_acunit.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/static/cabf_acunit.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/interior/toiletpaperdispenser_residential.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/adsa_junk_bigpile.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/adsa_junk_pile3.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/foodtin.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/misc/blood_puddle01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/junk/adsa_junk_bigpile.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/misc/cleaning_tallbottle.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/misc/cleaning_spraybottle.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props/misc/cleaning_widebottle.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/nms_midwest/dartboard.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/escape_props/airvent01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/escape_props/airvent01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/nms_midwest/midwest_barsign.mdl)
Edited by TUSK3N1337

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If someone isnt able to join the server and still want to see what the map looks like to you I have uploaded a video here;

Its rendering atm it will take some time before its up!

Idk why its black in the middle of the video Uploading tomorrow again

Edited by TUSK3N1337

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I played this map. Introduction part is interesting. Price tag in gun shop is good. There is motorov in bar... I thout "That's right!".

The following is my suggestion.

1. more zone.

zone A is small, there is many zombies , there is many runners, so it is difficult that we guard it.

I love difficult map. but Many players do not know how to protect the zone.

They snipe from the top of roof, or They fight in safe place in the distance. and we alive but we lose zone.

2. player can not move smooth on storage 2F.

In place of the following photographs, the movement of the player was prevented.

http://www.fastpic.jp/images.php?file=2635617391.jpg

http://www.fastpic.jp/images.php?file=6214389865.jpg

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making the cubemap look at more than 1 face what this does is if you have a sidewalk which has joints in it like a curve joining onto a straight and it was using a shiny reflection where a cubemap relfection is used it will normally show up the joins really badly ingame to sort this you use place a cubemap near by and select the mulitple faces within the cubemap which applies the same cubemap image all just these faces which basically means youll get a smooth finish, i had to do this on the rainy paths/roads on broadway

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In order


The order in which you define the textures and bumpmaps actually matters if I recall correctly. Take this as a reference:

I just played your map for a bit and I got to say I really like how it turned out. You really have an eye for detail. There are a few problems with the nav mesh however. Zombies are getting stuck left and right, especially in the bar.

OOOOH, yeah, i might have flipped the orders around a little bit...Will definitely put this to use in the future if it works, but not in midwest though, it looks good as with the modified alpha imo, and the map wasn't designed to accommodate this so it may turn out to be harder to implement. I am new to nav_meshing, but will try my best to stop the zombies from getting really stuck.

Thank you for all the inputs Durkhaz :D They are all useful info.

Idk why its black in the middle of the video Uploading tomorrow again

I was like "wut?" at the 7 min mark xD

I played this map. Introduction part is interesting. Price tag in gun shop is good. There is motorov in bar... I thout "That's right!".

The following is my suggestion.

1. more zone.

zone A is small, there is many zombies , there is many runners, so it is difficult that we guard it.

I love difficult map. but Many players do not know how to protect the zone.

They snipe from the top of roof, or They fight in safe place in the distance. and we alive but we lose zone.

2. player can not move smooth on storage 2F.

In place of the following photographs, the movement of the player was prevented.

http://www.fastpic.jp/images.php?file=2635617391.jpg

http://www.fastpic.jp/images.php?file=6214389865.jpg

First of all, thank you yomox :)

for your criticisms:

1. I'm actually thinking of moving the zones into the buildings, as this setup makes it stupidly hard to survive if your team doesn't know what to do, and in addition nullifies all the planks that I've scattered around the map. Its likely that I will try ONE zone in 2 buildings, kinda like how flooded is at this time.

2. The catwalks are vestigial to be honest, they don't really add anything to gameplay, I have half the mind to remove their accessibility. And plus, they allow you to jump onto the shelves, that's not cool ( 0_0).

making the cubemap look at more than 1 face what this does is if you have a sidewalk which has joints in it like a curve joining onto a straight and it was using a shiny reflection where a cubemap relfection is used it will normally show up the joins really badly ingame to sort this you use place a cubemap near by and select the mulitple faces within the cubemap which applies the same cubemap image all just these faces which basically means youll get a smooth finish, i had to do this on the rainy paths/roads on broadway

Hullo Nay0r, fancy seeing you here :3

So, what you are saying is...manually select the cubemap surfaces right? I fixed the road problems (by authoring a new alpha for the normalmap), and probably will tackle the sidewalks before the official release wit the same method. IMHO, the default sidewalk/roads are too shiny...

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I am new to nav_meshing, but will try my best to stop the zombies from getting really stuck.

If you need any help with the mesh, just let me know. Making the nav mesh for campblood kinda turned me into a nav fetishist, lol

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So uh...sorry for delay guys, real life had been quite hectic (also been busy with vampires and a rogue dragon priest, SOFIA, LUCIA PUT MY DWEMER CROSSBOW DOWN) Aaaanyway, with any luck I'll get it released sometime next week...hopefully...wouldn't count on it...

Changelog since beta:

- Moved zone A into "stopoff" store

- Added 2 more zones (b=restaurant c=bar)

- Added a secret supply area in the backalley

- Jae700 support added (it was there before but wasn't as extensive as I would have liked)

- made DJ play "time to run and gun" during the last wave before extraction.

- Added more lights to make the warehouse courtyard more visually interesting, (people kept missing it)

- I wish to deny access to the warehouse catwalks, have yet to figure out how to though...plainly removing it would remove the realism factor...

If you need any help with the mesh, just let me know. Making the nav mesh for campblood kinda turned me into a nav fetishist, lol

Oh well, that conjured some weird imagery D: But sure, thanks for th offer I may ask for your help, but I wish as much of the map possible to be my own work, so don't free up your schedule just yet xD

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Because there is not the release of a new map recently, I look forward to release.

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