Can I touch you now?
That looks awesome.
Can I touch you now?
That looks awesome.
Dynamic shadows would be possible and is supported by the Source engine, but you would have to do this in the form of your own modification. Valve didn't implement this feature in Half-Life 2, as it wasn't really required.
I'm not really impressed either though.
I mean, it's great Doom 3's engine can create a little town square with some buildings around it. It's really swell it can have a dynamic light entity circle the world. It's cool to see someone create a few spiky hills and place a player spawn. But aren't these things we should directly expect from any decent / modern 3D game engine?
Creating a huge outdoor landscape is just another day's work for Source, using large displacement maps and 3D skybox'es to expand the illusion. Creating a town square with Source isn't a mystery either, and dynamic shadows can be modified into the engine if it would really be necessary.
It's great to see someone doing this with the technology at hand though, but I don't think it's that impressive.
I have no intention to sound as Mr. Pessimist with this, but it's just my two dimes. ![]()
Happy Birthday you two.
http://%7boption%7d, a MMORPG powered by Source.
That looks cool, but I'm worried about all those dead ends in your map that could affect the gameplay pretty bad.
Source can create larger outdoor terrains than you thought, and it goes pretty easy using displacement maps (they are even creating a MMORPG using Source with a world as large as others).
The only draconian thing might be the RAD compile of it, lol.
Game player models are ragdolls. ![]()
Acrobatics on the job. Why not!
If you have a map based on the outdoors, and you have the resources to spare. I wouldn't be afraid to increase the power of your displacement maps, making them much more detailed and smoother.
Some things I noticed during playing;
[*:3n6aqfea]There is a purple / black checkerboard texture under one of the cars.
[*:3n6aqfea]Grass sprites coming through the wooden floor in the family house.
[*:3n6aqfea]Powerline cables hanging straight between the 2 large poles, rather than hanging / dangling a bit. Also, the cables stop quite abruptly.
[*:3n6aqfea]Some shadow bugs indoors due physics objects.
[*:3n6aqfea]Wheelbarrow in shed had a shader error. Place cubemaps to fix that.
[*:3n6aqfea]Sometimes repetitive placement of static objects. E.g in your kitchen you have 2 laundry machines next to eachother. Next to that you'd have the 2 sinks with conviently 2 well placed melons in them. A little bit further you'd have a fridge you would only see in large restaurant kitchens.
[*:3n6aqfea]Saw blades in shed. If you have playtested your map before, you would quickly find that these are seriously overpowered physics objects!
[*:3n6aqfea]The map in its entire form is quite cramped. There is little space between all the buildings, and when there is, it's filled up with some kind of hill or pit.
[*:3n6aqfea]The top floor ceiling in the family house is bugged. When I came upstairs I could see a clipping error between the ceiling hole model and the brush ceiling itself, after that, the whole ceiling went black on me.
[*:3n6aqfea]You have some mighty gigantic, bit scary looking, grass in the 3D skybox.
[*:3n6aqfea]Speaking of which, the 3D skybox is fairly small. You could easily give the map a much more outdoor / open feeling if you would extend it.
[*:3n6aqfea]There are some weird shadows on the outdoor terrain. They don't seem to be coming from the buildings though.
That's all for now. I hope I've been able to sum up one or two things that could help you. The map seems pretty fun actually. It kind of reminds me of being this dumbass farmer, spawning next to your bed and yellin' "Wake up Tiffany, Heather, Cody, Dylan, Dermott, Jordan, Taylor, Brittany, Wesley, Rumer, Scout, Cassidy, Zoe, Chloe, Max, Hunter, Kendal, Katlin, Noah, Sasha, Morgan, Kira, Ian, Lauren, Q-bert, Phil ... Hey, Ma! Get off the danged roof!"
Good times.
Maybe it has to do with the .FGD file the map is designed with.
(Squad: Mmm, Belgische flag!)
Hmm, a while ago, I tried opening an old HL map o' mine in Hammer 4.0. I believe I recieved the exact same error as I got with your *.rmf's.
However, when I opened the map with the *.map file, it worked perfectly.
Maybe you could dig up the *.map file's and include them with your open source package? It should work.
Is it normal that I can't open these using Hammer 4.0, even though it has Worldcraft RMF (*.rmf) support?
Hammer gives me an error saying Invalid file type.
For a first map, it's certainly not bad.
I don't like it, sorry.
The entire brushwork is as simple and basic as could be, not to mention that it's all textured very quickly. The rest of the map seems to be stuffed with all the props you could find in the models folder. Also, the lighting is all very plain.
Add a heap of displacement maps with some foilage props on it and you have Freeway to C17 by Tom Rudderham.
It's a great concept, but could have been so much more though.
How did the blood get in the real lamp in the first place ? :s
Think happy thoughts, think happy thoughts
I played it a bit yesterday, and here are some things I noticed.
[*:122lld93]Some of the outside water is looking very strange. It has some shader errors or so, as you have weird brown shading, then bright blue, etc...
[*:122lld93]Speaking of which, you allow the player to jump into the water. When he actually does that though, he just falls to the bottom of your map (but you already covered these 2 points in your own bug report).
Good work though, it's a very large and complicated map, easy to get lost. But it's certainly getting there!