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> Bunker map, My first BB map
Shoot_me
  Posted: December 30, 2004 09:08 am
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Last hope of Mankind
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Group: Members
Posts: 592

Joined: December 29, 2004



EDIT:
------------------------------------------------------------
The map is now finished (unless there's a big error found in it) and is now ready to be downloaded. The link below (and in my sig) points to the zip archive.

The latest version of bb_bunker2 is now available. Im going to label this version as a BETA since it works now, but still isnt quite finished. The sewer level is mapped in, but there arent any zombie spawns or misc. detail stuff yet. Still tweaking the light (probably will make it a tad brighter). Just click the link below to download the latest version.


Original archive UPDATED: (2/2/05):
DOWNLOAD
------------------------------------------------------------

user posted image





This being my first post here, Id like to say that this is a cool mod and to keep up the great work. Now that Ive gotten the fanboy stuff out of the way, heres a map that Ive recently started working on that (if it doesnt stink) Im planning on releasing:


CODE


hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlcsg -----
Command line: C:\quark-win32-20040521\bld_3\HLCSG.EXE -chart -estimate ./maps/bb_bunker2.map
Entering ./maps/bb_bunker2.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [      on ] [     off ]
estimate              [      on ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [  Normal ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [      on ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [    None ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
(8.31 seconds)
SetModelCenters:
(0.00 seconds)
CSGBrush:
(5.16 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models              0/400            0/25600    ( 0.0%)
planes          14242/32768     284840/655360   (43.5%)
vertexes            0/65535          0/786420   ( 0.0%)
nodes               0/32767          0/786408   ( 0.0%)
texinfos         6709/32767     268360/1310680  (20.5%)
faces               0/65535          0/1310700  ( 0.0%)
clipnodes           0/32767          0/262136   ( 0.0%)
leaves              0/8192           0/229376   ( 0.0%)
marksurfaces        0/65535          0/131070   ( 0.0%)
surfedges           0/512000         0/2048000  ( 0.0%)
edges               0/256000         0/1024000  ( 0.0%)
texdata          [variable]          0/4194304  ( 0.0%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]          0/524288   ( 0.0%)
0 textures referenced
=== Total BSP file data space used: 553200 bytes ===

Using Wadfile: ../valve/halflife.wad
- Contains 194 used textures, 100.00 percent of map (3116 textures in wad)

added 67 additional animating textures.
Texture usage is at 2.90 mb (of 4.00 mb MAX)
13.97 seconds elapsed

-----   END   hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlbsp -----
Command line: C:\quark-win32-20040521\bld_3\HLBSP.EXE -chart ./maps/bb_bunker2.map

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7218 (0.47 seconds)
BSP generation successful, writing portal file '.\maps\bb_bunker2.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...7704 (0.63 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...6783 (0.53 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8233 (0.72 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             54/400         3456/25600    (13.5%)
planes           4905/32768      98100/655360   (15.0%)
vertexes        11641/65535     139692/786420   (17.8%)
nodes            5479/32767     131496/786408   (16.7%)
texinfos         6709/32767     268360/1310680  (20.5%)
faces            8719/65535     174380/1310700  (13.3%)
clipnodes       14536/32767     116288/262136   (44.4%)
leaves           3320/8192       92960/229376   (40.5%)
marksurfaces    12414/65535      24828/131070   (18.9%)
surfedges       39604/512000    158416/2048000  ( 7.7%)
edges           19886/256000     79544/1024000  ( 7.8%)
texdata          [variable]      11488/4194304  ( 0.3%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]          0/2097152  ( 0.0%)
entdata          [variable]      58823/524288   (11.2%)
261 textures referenced
=== Total BSP file data space used: 1357831 bytes ===
12.27 seconds elapsed

-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlvis -----
Command line: C:\quark-win32-20040521\bld_3\HLVIS.EXE -chart -estimate -full ./maps/bb_bunker2.map
2775 portalleafs
9133 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [      on ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [  Normal ] [  Normal ]

fast vis            [     off ] [     off ]
full vis            [      on ] [     off ]


BasePortalVis:
(18.61 seconds)
LeafThread:
(161.17 seconds)
average leafs visible: 108
g_visdatasize:86493  compressed from 962925

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             54/400         3456/25600    (13.5%)
planes           4905/32768      98100/655360   (15.0%)
vertexes        11641/65535     139692/786420   (17.8%)
nodes            5479/32767     131496/786408   (16.7%)
texinfos         6709/32767     268360/1310680  (20.5%)
faces            8719/65535     174380/1310700  (13.3%)
clipnodes       14536/32767     116288/262136   (44.4%)
leaves           3320/8192       92960/229376   (40.5%)
marksurfaces    12414/65535      24828/131070   (18.9%)
surfedges       39604/512000    158416/2048000  ( 7.7%)
edges           19886/256000     79544/1024000  ( 7.8%)
texdata          [variable]      11488/4194304  ( 0.3%)
lightdata        [variable]          0/6291456  ( 0.0%)
visdata          [variable]      86493/2097152  ( 4.1%)
entdata          [variable]      58823/524288   (11.2%)
261 textures referenced
=== Total BSP file data space used: 1444324 bytes ===
180.06 seconds elapsed [3m 0s]

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (webmaster@xp-cagey.com)
-----  BEGIN  hlrad -----
Command line: C:\quark-win32-20040521\bld_3\HLRAD.EXE -chop 64 -texchop 32 -bounce 8 -chart -estimate -nodynbounce -extra ./maps/bb_bunker2.map

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [                on ] [               off ]
estimate             [                on ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [            Normal ] [            Normal ]

vismatrix algorithm  [          Original ] [          Original ]
oversampling (-extra)[                on ] [               off ]
bounces              [                 8 ] [                 1 ]
bounce dynamic light [               off ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            50.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                    [               off ] [               off ]
rgb transfers        [               off ] [               off ]


[Reading texlights from 'C:\quark-win32-20040521\bld_3\lights.rad']
[75 texlights parsed from 'C:\quark-win32-20040521\bld_3\lights.rad']

8719 faces
Create Patches : 47587 base patches
0 opaque faces
364237 square feet [52450216.00 square inches]
4976 direct lights

BuildFacelights:
(557.44 seconds)
visibility matrix   : 135.0 megs
BuildVisLeafs:
(82.13 seconds)
MakeScales:
(126.88 seconds)
SwapTransfers:
(4.09 seconds)
Transfer Lists :    20684202 :   20.68M transfers
      Indices :    14188432 :   13.53M bytes
         Data :    82736808 :   78.90M bytes
GatherLight:
(1.77 seconds)
GatherLight:
(1.75 seconds)
GatherLight:
(1.75 seconds)
GatherLight:
(1.77 seconds)
GatherLight:
(1.75 seconds)
GatherLight:
(1.75 seconds)
GatherLight:
(1.75 seconds)
GatherLight:
(1.75 seconds)
FinalLightFace:
(2.00 seconds)

Object names  Objects/Maxobjs  Memory / Maxmem  Fullness
------------  ---------------  ---------------  --------
models             54/400         3456/25600    (13.5%)
planes           4905/32768      98100/655360   (15.0%)
vertexes        11641/65535     139692/786420   (17.8%)
nodes            5479/32767     131496/786408   (16.7%)
texinfos         6709/32767     268360/1310680  (20.5%)
faces            8719/65535     174380/1310700  (13.3%)
clipnodes       14536/32767     116288/262136   (44.4%)
leaves           3320/8192       92960/229376   (40.5%)
marksurfaces    12414/65535      24828/131070   (18.9%)
surfedges       39604/512000    158416/2048000  ( 7.7%)
edges           19886/256000     79544/1024000  ( 7.8%)
texdata          [variable]      11488/4194304  ( 0.3%)
lightdata        [variable]    1176474/6291456  (18.7%)
visdata          [variable]      86493/2097152  ( 4.1%)
entdata          [variable]      58823/524288   (11.2%)
261 textures referenced
=== Total BSP file data space used: 2620798 bytes ===
787.78 seconds elapsed [13m 7s]

-----   END   hlrad -----







--------------------

Still mapping away!!
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Shifty
Posted: December 30, 2004 09:19 am
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Zombie Hunter
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Joined: December 22, 2004



it looks great! ur doin good.. biggrin.gif


--------------------
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Airabis
  Posted: December 30, 2004 09:51 am
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Rotten Meat


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Joined: December 30, 2004



looks cool
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Shotgun
Posted: December 30, 2004 09:57 am
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Zombie Hunter
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Joined: December 09, 2004



Hey looks great, even if it wasn't your first map! No need to use only texture lights, you can make really cool effects with entity lights!


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MadMax_FMM
Posted: December 30, 2004 11:59 am
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Overlord!
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Posts: 1337

Joined: July 14, 2002



Yeah. Really nice one!


--------------------
>> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<

Leader Staff - IronOak Studios:
"PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM
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"BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB
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Mac
Posted: December 31, 2004 12:53 am
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Zombie Hunter
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Joined: December 16, 2004



shoot_me, it looks really nice .. I can't wait to see what kind of map it'll be. (and the size too >_<) .. I also like the accuracy and sharpness of the textures you have used .. well done!

Btw, are you having problems staying logged in as well? The forum seems to keep logging me out everytime I visit another page .. and nobody else in my house is on the forums T_T .. something isn't right!


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Ex-Admin of |A.B.C.|'s Super Hard BB Server
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Grey Snake
Posted: December 31, 2004 02:51 am
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Clean up Crew
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Posts: 1295

Joined: November 16, 2004



looks good! smile.gif


--------------------
Moderators of Fourms
Jakkar
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---------------------------------------------------------------------

Installation Guide - Step By Step Guide
The Angel Estate - My story
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smurfy
Posted: December 31, 2004 03:00 am
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Last hope of Mankind
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grey snake
Posts: 666
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Grey Snake
Posted: December 31, 2004 02:47 pm
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Clean up Crew
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Joined: November 16, 2004



Thats the number of the devil! ph34r.gif anyways I got 672 now.



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Moderators of Fourms
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Immoral Sniper
_CiviliaN^SoldieR_

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Installation Guide - Step By Step Guide
The Angel Estate - My story
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Shoot_me
Posted: January 01, 2005 07:39 pm
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Last hope of Mankind
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WOHOO! I can post again!

A little bit has changed since I was last able to post. Im still expanding a little on the layout as well as tweaking the detail textures to make the old Half-Life textures follow the BrainBread theme a little better. Ive also been playing around with the info_nodes a bit to get the marines to wonder around. This seems to work well when you have the player open up previously sealed rooms (the marines will come out and secure the room you were just in sometimes).

Still playing around with the light_spot entities as well.

Also, has anyone made a QuArK addon file for BB? I converted the fgd, but when I did something got messed up and some entities (point lights) dont work correctly in the editor until I unload the addon.

More info about the map: http://www.aybnetwork.com/phpBB2/viewtopic.php?t=24

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Still mapping away!!
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Shoot_me
Posted: January 03, 2005 11:09 pm
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Last hope of Mankind
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Ive almost finished the basic poly work for the main route (leading to the escape zone), would anyone be interested in trying out an alpha version of the map if I were to post it?

Before I get down to zombie placement, and refining the layout and lighting I want to make sure I got the basics right first. ph34r.gif


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Still mapping away!!
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Psychosis
Posted: January 03, 2005 11:11 pm
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That map is really amazing nice dark scary atmosphere


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smurfy
Posted: January 04, 2005 12:09 am
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Last hope of Mankind
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Great map! I enjoy playing it alot! I wish i see more of your maps here smile.gif
Btw this map reminds me of day of the dead movie a little bit
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Shoot_me
  Posted: January 04, 2005 04:57 am
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Last hope of Mankind
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Click the link to download a VERY early version of the map Im working on.

Not much is really completed, most of the zombie locations are going to be changed/added/removed, as well as major tweaking to the lights and brushwork (Try not to spawn as a zombie, there are some errors in this map that will cause you to spawn in the ground). The escape point is still not completed and the sewer sections are not included in this zip archive.

If needed, I can also throw together a .rar file if needed.

Well, here's what's done in my map ph34r.gif :
http://www.aybnetwork.com/brainbread/Bunke...erMap_ALPHA.zip

EDIT: make sure to set r_detailtextures to 1!



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Still mapping away!!
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Shoot_me
Posted: January 04, 2005 08:10 pm
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Last hope of Mankind
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Joined: December 29, 2004



The map is that bad? huh.gif ph34r.gif

Ah well. tongue.gif Currently working on the turquoise room, adding a bunch of scripted sequences. Going to be playing around with some abient sounds, lighting and lots of triggered zombie spawns. Once I finish, Ill update the .zip archive.



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