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Dm Coast - Alpha release

  • tomrudderham
  • March 13, 2005 at 10:44 AM
  • tomrudderham
    • March 13, 2005 at 10:44 AM
    • #1

    Here it is at last, the ALPHA version of DM Coast!

    I really have to point out that this is the un-optimised version, so everyone will have problems with frame rates. I get 35fps when looking over the whole map, which is terrible! The beta will hopefully be 60+ from the same position.

    Known issues to be fixed for Beta release:

    - NOT OPTIMISED - VERY BAD FRAME RATES UNLESS YOU HAVE A MONSTER PC!

    - Cube map problems on one or two textures.

    - Problems with Flashlight on a few brushes.

    - Interior of Combine building not done.

    Stills

    http://www.eliabramovich.com/coast/dm_coast1.jpg

    http://www.eliabramovich.com/coast/dm_coast2.jpg

    http://www.eliabramovich.com/coast/dm_coast3.jpg

    http://www.eliabramovich.com/coast/dm_coast4.jpg

    Original artwork: http://www.eliabramovich.com/coast.jpg

    DOWNLOAD:

    http://www.eliabramovich.com/coast/dm_coast_alpha.zip

    If you find any bugs let me know. Plus any ideas on what you'd like to see added or taken away.

    Hope you enjoy the alpha release!...

    Tom.

  • insta
    • March 13, 2005 at 1:27 PM
    • #2

    Cool stuff! Is it based on the same scene as in this picture?

    [Blocked Image: http://img91.exs.cx/img91/4861/03n7tq.th.jpg]

  • ReNo
    • March 13, 2005 at 3:34 PM
    • #3

    Yup, looking sexy. I prefer the railway pillars in the concept shot and the texture repetition is a little...repetitive on the main building (not the upper combine style section), but otherwise its a very nice realisation.

  • Minos
    • March 13, 2005 at 6:07 PM
    • #4

    looking cool

  • csharp
    • March 13, 2005 at 8:36 PM
    • #5

    Thats how every one should use the source enige

  • von*ferret
    • March 13, 2005 at 9:18 PM
    • #6

    yeah, 90% props and the rest displacement maps

    nah jk, looks good. I love your lighting choice. Would love to see more.

  • EviLTaxi
    • March 13, 2005 at 10:27 PM
    • #7

    lookin good...the similarity to the concept art ist enormous!

    well uhm, the others already mentioned the lack of texture variety. but apart from that it looks neat

  • tomrudderham
    • March 14, 2005 at 1:27 PM
    • #8

    Thanks for the comments guys!

    I haven't got round to texturing the building properly yet, I'm still working on the architecture. So far only the top of the bridge and the train lights are props, so that leaves me with a lot of brush work to do!

    Hopefully the map will be finished next month (April) I'm working from the outside in so the interiors of the main buildings are empty at the moment. I've been doing a lot of testing, building machines and combine looking architecture, so you can trust me that the interior will look great when it's done!

    Tom.

  • RA7
    • March 14, 2005 at 5:11 PM
    • #9

    Looks liek a futuristic version of Alcatraz... good job.

  • RD
    • March 15, 2005 at 3:59 PM
    • #10

    The blue building on top is much much larger in the concept pic. Make it bigger plz

  • DaanO
    • March 16, 2005 at 3:31 PM
    • #11

    Follow Reno/RD's advice and you've got yourself a great map. Nice start.

  • Dreaded Fist
    • March 17, 2005 at 10:04 PM
    • #12

    Looks beautiful. Small things, like that rickety looking wood walkway along the rock make maps so much more immersive [Blocked Image: http://www.insmod.net/team/upload/Users/Pericolos0/personal/hurg2.gif]

  • RA7
    • March 17, 2005 at 11:31 PM
    • #13

    New pics, BETA, FINAL anything?

  • tomrudderham
    • March 27, 2005 at 4:52 PM
    • #14

    Back with some new screens, I've updated some of the textures on the outside of the building, added the interior to the outer building. Added a wooden building to the bridge, added seagulls, a sewer system, a small windmill and lots of other details.

    I haven't done the interior to the main building yet, thats for next weekend. Once that's done I'll post an alpha of the map for people to playtest.

    Right now my biggest problem is with several textures. As you can see in the pic below the sea texture has become corrupt over a third of it's surface. This extends into the building itself, and shows up as a black / shimmering effect on the brushes.

    http://www.eliabramovich.com/coast/...exture_prob.jpg

    I'm totally stumped as to what's causing it, I've spent a week deleting walls, details and changing brushes to detail brushes. Nothing has fixed it! If anyone knows of a fix or has had a similar problem let me know!

    Anywho here are the new pics (original post also updated with them)...

    http://www.eliabramovich.com/coast/coast1.jpg

    http://www.eliabramovich.com/coast/coast2.jpg

    http://www.eliabramovich.com/coast/coast3.jpg

    http://www.eliabramovich.com/coast/coast_montage.jpg

  • skdr
    • March 27, 2005 at 5:26 PM
    • #15

    I know what causes your problem. You're using textures that are used in static props (models). Make sure you dont have any textures used in Hammer that contains words "props_" or "model_" etc. These textures are located in ie. "props_combine/combinewall" etc.

    Concerning the map itself; Looks cool!

    In this pic tho:

    http://www.eliabramovich.com/coast/coast3.jpg

    Use displacement maps for the broken walls and floors, cheaper and looks better.

  • tomrudderham
    • March 27, 2005 at 5:44 PM
    • #16
    Quote from skdr

    I know what causes your problem. You're using textures that are used in static props (models). Make sure you dont have any textures used in Hammer that contains words "props_" or "model_" etc. These textures are located in ie. "props_combine/combinewall" etc.Concerning the map itself; Looks cool!

    In this pic tho:

    http://www.eliabramovich.com/coast/coast3.jpg

    Use displacement maps for the broken walls and floors, cheaper and looks better.

    I wish it was that simple! The problem affects a third of the map, and it covers all the brushes, not just the water. Never seen it before, I've discovered that when I turn a problem brush into func_detail, it's fixes the error. Two problems with that though, it kills frame rates by letting vis see through the wall, and it also stops the water / sea from appearing! Doh!

    Would love to use displacements but they don't fit and have different textures. I'm using them for rubble and other little details, thanks for the suggestion though!

  • skdr
    • March 27, 2005 at 6:41 PM
    • #17

    "they dont fit and have different textures", what do you mean?

  • tomrudderham
    • March 27, 2005 at 8:36 PM
    • #18

    The damaged wall displacements have a concrete texture to the sides, if I included them to my existing walls which have a different texture they would look out of place.

    As for them not fitting, the chances are I would need two or three displacements to fit the hole in the building. As there are only a few wall displacements, and a large number of damaged walls it would quickly become repetative.

    I hope that makes sense!

  • RA7
    • March 27, 2005 at 11:01 PM
    • #19

    I like the new pics...

  • Thrik
    • March 27, 2005 at 11:15 PM
    • #20

    Er, displacement maps can use any texture can't they? You're not getting displacement maps (ie: terrain) mixed up with props (ie: models) are you? I can't see how using a displacement map would cause any problems.

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