Thread: sc_contact

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  1. #1
    Registered User alex546's Avatar
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    Post sc_contact

    HI.

    I got a new map to present called contact.
    You are part of a rescure team ordered to check the xxx Facility
    after the contact abrupted. You have no idea what just happen with
    Black Mesa and the same occurs the xxx Facility...

    (xxx= No name yet)


    here are some very early screenshots.









  2. #2
    Retired BlueFeena's Avatar
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    Re: sc_contact

    Not to bad lookin' -- I wish we had a little more than just pure screens (trying anything new with this map? Or is it just a normal walkthrough?) though they're not a bad start --

    Screen1 looks alright. The rock work is quite... round? I think it looks quite swanky, though the lighting is pretty boring.

    The immeadiate issue with screen2 is the texturing! Get some more texture variation in there; that crete texture looks quite ugly being plastered all over the place! Also, the lighting needs some work -- it's very monotone. The cieling is pretty flat as well.

    Nothing wrong with screen3 -- though I can't help but think that there is something "random" looking about that room. It doesn't look like it has a point, or it isn't finished, for some reason.

    Screen5 and 6 need some sexing up with those orange pipes -- you can see them floating away from the wall, so I suggest you fix that Once again though, your lighting is very monotone. Screen 6 adds some color, but there is still an annoying gray tint to things. Make the light more of a pure red, and turn the static gray lights off when the red light activates.

    I think you've got some improvements to make, but it's a nice start. Keep working on it

  3. #3
    Assassin Rivendell's Avatar
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    Re: sc_contact

    WOW looks pretty cool. could you put a bit better description of the map and maybe a screenshot of the whole thing in hammer.
    Age-12
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  4. #4
    Registered User cSMG's Avatar
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    Re: sc_contact

    That looks nice. I see you use Romka's M16 model.

  5. #5
    Registered User alex546's Avatar
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    Re: sc_contact

    Thanks for the comments.

    Yes the lightning IS very borig. Ive just added some lights for the screenshots. Ill improve it if Iam finish the brushwork of the map.
    I hate my lightning :P

    Pic 2 : Youre right. I thought the lightning would decrase that...
    Pic 3 : You have to activate a button in this room.
    Pic 5/6 : Thats the unfinished part.

    EDIT:
    Here are new screens of my progress:

    This is a C-130 prefab I created for contact





    And this is a Computer System.
    You have to choose the menu item with the arrow buttons and confirm with the enter button


    Last edited by alex546; 30-11-2006 at 08:57 AM.

  6. #6
    Regular Sph!nx's Avatar
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    Re: sc_contact

    I like the computer system alot

  7. #7
    Registered User alex546's Avatar
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    Re: sc_contact

    Hey guys what do you think about this:

  8. #8
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    Re: sc_contact

    Now that plane is very cool. Makes me want to drive it around.

    That screenshot above this reply: looks very good.

  9. #9
    Registered User cSMG's Avatar
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    Re: sc_contact

    That airplane is superb! Good job on it!

  10. #10
    d-|-b o.O
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    Re: sc_contact

    the last screenshot...why does it look like everything is made for boderman's dwarfs!?

    OH MY GOD BODERMAN IS BACK
    --Sven co-op Commando team journal--
    Mission: Failed.
    Location: Ravenholm.
    Situation analisys: EXTREMELY hostile.
    -Distress call: Connecting...Calling...Sending...Main base out of range...Re-sending to all bases...awaiting response...
    No response...

  11. #11
    AKA ZenArcade
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    Re: sc_contact

    Maybe he's standing on an object. It's really annoying when people say OMG WHY DOES IT LUK LYK UR A DWARD or OMG Y DUS IT LUK LYKE UR A GIANT?!?!

    We're mappers - I think we would notice these things and correct them accordingly :-/

  12. #12
    Registered User alex546's Avatar
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    Re: sc_contact

    Here is the evidence:

  13. #13
    Registered User alex546's Avatar
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    Re: sc_contact

    More eye candy:


    Last edited by alex546; 30-01-2007 at 11:07 AM.

  14. #14
    Dumbass blackmage's Avatar
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    Re: sc_contact

    is that a aurora i see in that hanger? i wouldn't mind some screen shots of that.
    i have to say judging from the screens this map is going to be really high quality, i cant wait.

  15. #15
    d-|-b o.O
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    Re: sc_contact

    No, that's surely a Stealth in the hangar. Nice.
    --Sven co-op Commando team journal--
    Mission: Failed.
    Location: Ravenholm.
    Situation analisys: EXTREMELY hostile.
    -Distress call: Connecting...Calling...Sending...Main base out of range...Re-sending to all bases...awaiting response...
    No response...

  16. #16
    Funky Fresh Scent! FunkyFreshMan's Avatar
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    Re: sc_contact

    Looks Great!

  17. #17
    Administrator JPolito's Avatar  
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    Re: sc_contact

    The inside of that jet looks great.

  18. #18
    Registered User alex546's Avatar
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    Re: sc_contact

    Thaks JPolito
    Can anyone explain me the "glue entity", i made a lot of unsucssessful trials

  19. #19
    Administrator JPolito's Avatar  
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    Re: sc_contact

    Er, glue entity?

  20. #20
    Registered User alex546's Avatar
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  21. #21
    Administrator JPolito's Avatar  
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    Re: sc_contact

    Oh, we call that trigger_setorigin. Maybe someone else can help, I've never bothered using it.

  22. #22
    Retired BlueFeena's Avatar
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    Re: sc_contact

    What exactly are you trying to do with it? Give us some detailed information. Also, remember that the entity is only half finished, so you might do everything perfectly and things still may not function the way you want them to.

  23. #23
    Registered User alex546's Avatar
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    Re: sc_contact

    Im tryin to combine a func_wall with a func_train with using the trigger_setorigin entity


    EDIT:
    Here are new screenshots of WIP areas:


    Last edited by alex546; 01-02-2007 at 03:57 PM.

  24. #24
    Retired BlueFeena's Avatar
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    Re: sc_contact

    Sorry for my day late post -- I've been busy the last few days Hope this info isn't too late, and hopefully you'll find it useful.

    Anyways, to do what you're trying to do with the trigger_setorigin entity is fairly simple. Try this:

    Please note that the stuff in italics is more technical stuff. It is important, but doesn't relate to all situations with the trigger_setorigin entity.

    Create 1 func_train -- ensure that it has an "origin" brush in it. (for this tutorial, we will call the func_train mytrain )
    Create 1 func_wall -- the func_wall must have an origin brush somewhere in it. The origin brush is the origin of which the func_wall will attach to the func_train. (for this tutorial, we will call the func_wall mywall )
    Create 1 trigger_setorigin -- in this case, we'll refer to it as myorigin.

    Set the following properties for myorigin :

    Name: myorigin
    Target: mywall
    Copy Pointer: mytrain
    Offset (X Y Z): Leave this field at its default value -- you shouldn't need to tamper with it too much, and it's quite buggy anyway. The X Y Z values don't refer to the proper directions, and are very dificult to gauge.

    Make sure the following FLAGS are checked for myorigin :
    • Constant


    And blamo -- when something fires on myorigin, mywall will instantly be setorigined to mytrain, and will move around the map with mytrain. Please remember that mywall will attach itself at mytrain's origin brush. Also, be aware that brushes setorigined to their copy pointer WILL NOT CHANGE THEIR FACING DIRECTION WITH THE COPY POINTER. Setorigined brushes will only physically move to match the origin of the copy pointer.

    If you need entities tied to the copy pointer yet do not want them set at your copy pointer's origin brush, you'll need to play with the Offset Difference Flag, and the Offset field, and move the target brush around in Hammer.

  25. #25
    Registered User alex546's Avatar
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    Re: sc_contact

    Thanks it works.

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