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Payne

[nms_nold] Night of living dead 1968

115 posts in this topic

Hey guys you might remember me back last year in oct 2011. I joined on the Nmrih team and was making a map named nmo_centralpark map but things didn't work for me. Nmrih only ran at a poor framerate for me on my 2.2ghz cpu , but now I have 4.2 ghz and it runs fine. Also I couldn't model any my own art ,just make stuff with brushes so I felt too limited. Maxx dropped me off the team, but I let maxx know I would be back later on to make a kick ass map for this game.

Well now I'm back and I'm going to make the house of night of living dead 1968!

Zombie survival mode now in nmrih fuck yes!

http://www.youtube.com/watch?v=psE6A97fwRs

I'm going to attempt to re-create the house to almost full detail like it is in the movie by examining the film and creating the props based from what I can makeout clearly. So I'm going to be making my own props that will look like the ones in the movie using Google Sketchup and texture baking in blender. Which is a new skill I've learned.

Here is the house already done in BSP brushes. Its almost completely 1:1 to the real house in the movie

taoDj.jpg

FZOia.jpg

jIuhw.jpg

w0K0E.jpg

Edit:

Updated with new overview Pictures.

11/08/12

Edited by Payne

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Good luck mate im really interested in seeing the map

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Ohhh nice shit Payne, great to see you back in action. The house already is looking familiar, I can't wait to see the progress!

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very nice.

I'm going to attempt to re-create the house to almost full detail like it is in the movie by examining the film and creating the props based from what I can makeout clearly.

ha, another mapping perfectionist.

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There is also a remake of the movie. It's a good watch, and it is a bit more detailed than the original.

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Post updated with new pictures. I spent all day tuning each brush as close as I could get to the dimensions of the real house, its still off by a few inches or feet in some places. But I think its *good enough* now. I think I better download this movie also else youtube might block me for skiping back and forth in the movie using up bandwidth... :unsure:

Ohhh nice shit Payne, great to see you back in action. The house already is looking familiar, I can't wait to see the progress!

Yes thanks. Hey maby If I create something amazing here I can reapply onto the team. :P

ha, another mapping perfectionist.

Well I'm going to re-create something from a classic movie. I better make sure its least 90% accurate. so yeah not many props can be recycled. This map will contain a completly new set of its own art. (it will probably look like 1950s stuff also. )

There is also a remake of the movie. It's a good watch, and it is a bit more detailed than the original.

Actually someone here actually already attempted to make the 1990 version. Lousaffire I think. Its officially in the game already. I remember seeing him making that same map on l4dmaps.com for l4d2.

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That makes sense. Your map really does look like the one from the original. I think you should increase the thickness of the walls outside, and use the nmrih door frames. :)

Good luck.

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Building the first prop. Its from what I can source, an old 1920 - 1950 era Refrigerator. Called "General Electric monitor" The one in the movie is a double version which is rare. So far got the shape and look going . Just need to add now the handles, hinges and then uv-unwrap then bake the texture and AO on it.

J15kD.jpg

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Oh wow I completely forgot that refrigerators used to look like that lol

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Oh wow I completely forgot that refrigerators used to look like that lol

Yeah I never knew what the hell that large circle thing was on the top.. Its apparently the radiator that makes the cold air. In the movie, I used to think it was a giant cake Lmao!

Update:

KfXkS.jpg

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Well I'm going to re-create something from a classic movie. I better make sure its least 90% accurate.

I wasn't having a go, I completely empathise as i'm currently trying to build a neigh on perfect copy of something in one of my maps (and do tend to try and replicate things fairly accurately).

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do you use source sdk for mapping or what? im trying to get started in making maps!

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Antique fridge done. :)

Hey Maxx you know a lot about modeling and are using source. I can't get the legs to look right you can see they look a bit faceted. Whats the best program to smooth normals for source models? Seems blender is no good.

VTTTt.jpg

do you use source sdk for mapping or what? im trying to get started in making maps!

Yes man of course I use that. But also I use Google Sketchup and Blender with their .smd plugins released by valve.

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I do all my modeling in 3ds Max so I also use Max to control and set all my Smoothing Groups

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Was that model made with Sketchup Payne? The reason I ask is that i'm looking at the guide on exporting models to Hammer and it's saying I need to install L4D2/Portal 2 authouring tools to get the relevant files or something.

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Was that model made with Sketchup Payne? The reason I ask is that i'm looking at the guide on exporting models to Hammer and it's saying I need to install L4D2/Portal 2 authouring tools to get the relevant files or something.

Yes and that is where I got it but it works fine for any source game. You can also build maps directly in sketchup, just make sure to group each piece and make sure its convex. .vmf has to be made of only convex parts, .smd doesn't.

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Making now the windows frames. Going to make the window glass part also breakable as a prop_physics.

Td2um.jpg

---

SM7Cy.jpg

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Yes and that is where I got it but it works fine for any source game. You can also build maps directly in sketchup, just make sure to group each piece and make sure its convex. .vmf has to be made of only convex parts, .smd doesn't.

Ah, right. So all the buildings you've made are models?

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Ah, right. So all the buildings you've made are models?

No I dont make buildings directly out of models.. lol The lighting is too shit for it as Source engine as it only colors/lights the model from vertex to vertex. You'd have to subdivide your meshes like 1000 times to get the lighting good as Brush as it's per pixel with the lightmaps. So models are only useful to complement brush geo.

What I'm saying is you can use Sketchup to make .vmf prefabs if you want also, along with your regular models.

Read more here: https://developer.valvesoftware.com/wiki/SketchUp_to_Hammer_Export_plugin

Unfortunately though now you can't have your model components in the same file as the prefab as the .vmf exporter will include your intended model geometry and fuark the .vmf so hammer barfs when opening it up. Dont make anything "complex" and it would be ok. Just simple block shapes that are individually grouped can be exported as brush prefab.

Really Google Sketchup is a wonderful tool for source modding. Don't be surprised when Source engine 2 comes around if Hammer v2 is like sketchup. Valve actually has hired one of the programmers that was involved in creating Google Sketchup if that is any indication.

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Loving that window but think some of the gibs should break but stay in place instead of them all falling away.

Are they textures you've made or standard pre made ones?

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Are they textures you've made or standard pre made ones?

I go to cgtextures or use the brush textures in the game as bases. This is actually the texture sheet of the window frame. There is also a door frame I made on there. Which I haven't shown.

oqsfS.jpg

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Building now the piano. I've keyed the piano model to about 1915 - 1930 WW2 era its upright piano by either piano makers Dunmo Ellis & Hill, George Rogers & Sons, or Richard Lipp.

The character crouching over helped scale it. lol

Also on the left is the new door frame model I made.

gXFXx.jpg

---

Edit:

Done

vqHFX.jpg

-- Texture if someone is interested in seeing

7L8mS.jpg

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