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  3. the0rthopaedicsurgeon

Posts by the0rthopaedicsurgeon

  • The random model thread!

    • the0rthopaedicsurgeon
    • December 19, 2007 at 4:59 PM

    i made this chair prop yesterday for my l4d map, since the photo reference is what i'm using as a reference for the map itself. since i'm building the map in css i can't use phong shaders; so i'll wait until l4d is released to add those.

    [Blocked Image: http://img204.imageshack.us/img204/9196/yamachair1iu9.jpg]

    [Blocked Image: http://img412.imageshack.us/img412/1372/yamachair12cn1.jpg]

    [Blocked Image: http://img141.imageshack.us/img141/2020/newkomagari011cj9.th.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • December 15, 2007 at 4:14 PM
    Quote from Erratic

    Architectural peculiarities are whatever you wan to call them are not uncommon. I've seen far worse than windows not being built in places with the best of views. If anything, it adds to the realism factor.

    With these sort of medieval towns you also have a lot of the original buildings that have just had extensions built on top of them over the centuries, so you have a lot of weird looking buildings with different materials and shapes everywhere. It does look strange but I agree that it's more realistic for this type of setting.

  • dod_dogsector

    • the0rthopaedicsurgeon
    • November 7, 2007 at 8:34 PM

    i've been working on this map since before dods was released, and after doing nothing with it for a while, decided to compile it and release b6. i'm not entirely happy with the whole map - since i started so long ago before getting used to the source engine or hammer, the quality isn't the same all through the map, and i've also hit the entity limit a few times, so there's not much more i can do with it. for some reason the lighting is dark in a few places, which will be fixed for the next release, but i can't get detonation objectives to work whatever i do, so i'm not even going to try to put those in again.

    anyway, a download link and screenshots are here:

    http://www.scorchingcraniums.com/dod_dogsector_b6.htm

    and because the objective icons are apparently missing, here they are on their own:

    http://www.scorchingcraniums.com/downlo ... ricons.zip

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • October 19, 2007 at 7:03 PM

    some more progress on my tf2 map, started on the red side. the lighting still needs a lot of work (looks too realistic inside and too plain outside) and i can't compile cubemaps, but here it is anyway:

    [Blocked Image: http://img145.imageshack.us/img145/773/cpswiss0000jk7.jpg]

    [Blocked Image: http://img115.imageshack.us/img115/9735/cpswiss0001tr5.jpg]

    [Blocked Image: http://img222.imageshack.us/img222/2987/cpswiss0004wa4.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • October 14, 2007 at 2:40 AM

    i decided to start a tf2 map i've had an idea for since a while ago. it's set in a swiss mountains-type setting and since i never played tfc much i'm basing it off a map in the original. i don't know the name but there's main road connecting each base, with a river running in a canyon beneath, and paths around the cliffs higher up. what i have so far:

    [Blocked Image: http://img136.imageshack.us/img136/6870/tf1pf6.jpg]

    [Blocked Image: http://img154.imageshack.us/img154/5836/tf2lz2.jpg]

    [Blocked Image: http://img154.imageshack.us/img154/5913/tf3mu2.jpg]

  • batch compiler problems

    • the0rthopaedicsurgeon
    • September 21, 2007 at 1:56 AM

    i had to reformat recently and lost a lot of files, but managed to recover most of the important ones except my studiomdl.bat file from the desktop. i used to just be able to drag qc files onto it and they'd compile and go in the models folder of whichever game the sdk was currently set to. but now i can't get it to work again. i've tried searching in google, but all the results either don't work, or involve putting a path to the qc itself which is no use for dragging any qc onto the compiler.

    if i do drop a file onto the shortcut on my desktop, i get an error telling me that i've used bad or missing options, before giving me all the available studiomdl options. here's the file i'm using:

    studiomdl.exe

    pause

    i've tried using compiler tools but it's too much trouble when i used to be able to just drop a file onto this shortcut and have it all compile and go to the right place in seconds. the file itself is in the sdk/bin folder, with a shortcut on the desktop, but neither of them work. so is there actually still a way to do this, or is there just some problem with the batch file i'm using or the sdk settings that'd cause this?

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • September 2, 2007 at 5:48 PM

    i started a new dod:s map a few days ago, based on the v2 mission from company of heroes. allies start in a forest with an objective to cap, after which they move up and have to blow stuff up in the fortress. these screens are only a few days work, and the lighting will change, but here's what i've done so far:

    [Blocked Image: http://www.scorchingcraniums.com/images/5/002.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/003.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/004.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/005.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/5/006.jpg]

  • [dods] dod_cherbourg

    • the0rthopaedicsurgeon
    • August 18, 2007 at 1:19 AM

    The church building is supposed to be a tunnel the road passes through (might be more obvious with a vehicle or roadblock), not an entrance into the building. The original had a similar building that I wanted to keep in this map, but it's also at the end of the main road through the map, so I couldn't really have it just end there and there's no where else for it to go.

    Memorials here are usually just put anywhere along a main road through a village so where it is now didn't seem out of place. I like the idea of using it instead of the fountain though, although obviously I can't change it now unless I release dod_cherbourg_2/night/snow or whatever.

    As for the ads, I haven't seen any they might've been based off, I just meant that I thought he'd taken them from real ads since it's a style that'd be hard to recreate from scratch (and I'm not sure where else he got the pictures used in them if they weren't real life posters).

  • [dods] dod_cherbourg

    • the0rthopaedicsurgeon
    • August 17, 2007 at 5:22 PM
    Quote from Seldoon182

    http://%7Boption%7D[Blocked Image: http://www.uploadhouse.com/fileuploads/369/36905148328bcd2b2bb821ca2cd14048928ca3.jpg]- The entrance looks weird. Use references...

    that was actually one of the only things i used a reference for in this map (besides the hotel, which is a replica of the titanic's grand stairway that was originally a map of it's own).

    http://img413.imageshack.us/img413/9038 ... ontzz9.jpg

    the custom decals are all spineroyal's; i don't know if he understands french or not but i thought they were all taken from real ads anyway. i'm not sure what you mean about the memorial either - it's just an area of grass on a street corner that i thought would make a good place for that model, especially since the map's so huge i was out of ideas for what else to put there.

    this was supposed to be the final version of the map since i hadn't had any feedback since rc1, but a few people have commented on how big the map is considering how few people play custom maps. once i've finished my other maps i'll close off the north area (the hotel and fountain), so i'll still make these changes to the parts i keep.

  • [dods] dod_cherbourg

    • the0rthopaedicsurgeon
    • August 17, 2007 at 1:44 AM

    After a few years I've finally got a final version of one of my maps ready for release, my remake of Arcturus' dod_cherbourg from the dod betas. It's a huge map with 3 main routes connecting each team's spawns which means you have to control all 3 at once to have a chance of capping out the map, which was why it's always been my favourite dod map. It's not as detailed as I'd like it to be, but I've already gone over the entity limit too many times, so this is literally as much as I can do with the map.

    link: http://www.scorchingcraniums.com/downlo ... rbourg.zip

    screenshots:

    [Blocked Image: http://www.scorchingcraniums.com/images/cherbourg/port.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/cherbourg/street1.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/cherbourg/churchint.jpg]

    [Blocked Image: http://img444.imageshack.us/img444/9226/dodcherbourgb20061eo1.jpg]

    more here: http://www.scorchingcraniums.com/cherbourg.html

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • June 26, 2007 at 3:13 PM

    i'm trying to make the map as long as possible, but since i've already gone over the entity limit in two dod:s maps, i'm only adding the ones i need for now (lights, cubemaps). once the geometry's done i'll add more debris and group some props together in max to cut down on the entity count.

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • June 26, 2007 at 4:28 AM

    most of them are stock cs:s textures, a couple of the interior wall textures and the green wood are custom though, along with multiple textures on some walls for more variety. i'm waiting until the game is released though before making too many more specific materials and props and to cut down on cs:s content, so it'll hopefully end up with a more unique look.

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • June 26, 2007 at 2:28 AM

    i've been working on my L4D map again, adding some more tunnels inspired by my recent urbex trips and testing some colour correction settings. i've also tested the map with my 8800gts for the first time which means these screens have got the 8 series fog bug, but i can't get rid of it without losing the colour correction.

    [Blocked Image: http://img187.imageshack.us/img187/2686/l4dyama20005xm3.jpg]

    [Blocked Image: http://img514.imageshack.us/img514/7425/l4dyama20011vi1.jpg]

    [Blocked Image: http://img152.imageshack.us/img152/3408/l4dyama20010do9.jpg]

    [Blocked Image: http://img130.imageshack.us/img130/1121/l4dyama20015mn1.jpg]

    [Blocked Image: http://img156.imageshack.us/img156/5085/l4dyama20008ys2.jpg]

    [Blocked Image: http://img171.imageshack.us/img171/5055/l4dyama20012oq6.jpg]

    [Blocked Image: http://img171.imageshack.us/img171/2876/l4dyama20016le2.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • June 8, 2007 at 12:57 AM

    here's a couple more screens of my l4d map. as i said last time, the trees are from corse and will be replaced once the game is released:

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/1.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/2.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/3.jpg]

    This is the cable car station that will link to the 2nd map in the campaign, currently separated from the rest of the map:

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/4.jpg]

    [Blocked Image: http://www.scorchingcraniums.com/images/yama/5.jpg]

  • The random model thread!

    • the0rthopaedicsurgeon
    • June 3, 2007 at 1:14 AM

    a postcard stand i'm making for a map (100% self-illum). it goes from about 3900 faces at lod0 to 1600 at lod3, but they'll be in an enclosed room so polycount isn't too important.

    [Blocked Image: http://img507.imageshack.us/img507/4277/postcardsms4.jpg]

    [Blocked Image: http://img244.imageshack.us/img244/5654/postcards2pk6.jpg]

    also, i've been having collision mesh problems with a few models, including this one. the collision mesh keeps compiling 90 degrees to the model, even if i go into max and rotate it to the correct angle. model viewer isn't working since i upgraded which means i have to load the sdk and open a map to check if it's worked, so i'm wondering if there's a reason it's doing this:

    [Blocked Image: http://img48.imageshack.us/img48/3366/545456oz0.th.jpg]

  • derelict mill

    • the0rthopaedicsurgeon
    • May 21, 2007 at 12:11 AM

    to save me making a new thread - i went on another urbex trip last week, this time to an orphanage that closed down after numerous scandals/controversy. this place is practically untouched by vandals inside, but a lot of areas are still starting to fall apart from the weather/age. full gallery here: http://www.flickr.com/photos/7648293…57600222582230/

    and here's a few of my favourites:

    [Blocked Image: http://img338.imageshack.us/img338/453/00cx2.jpg]

    [Blocked Image: http://img340.imageshack.us/img340/1231/11533509cg3.jpg]

    [Blocked Image: http://img441.imageshack.us/img441/9663/33805998dn8.jpg]

    [Blocked Image: http://img502.imageshack.us/img502/5993/14kk6.jpg]

    [Blocked Image: http://img522.imageshack.us/img522/9190/11ax5.jpg]

    [Blocked Image: http://img523.imageshack.us/img523/2040/15sn4.jpg]

  • derelict mill

    • the0rthopaedicsurgeon
    • May 13, 2007 at 2:24 PM
    Quote from e-freak

    http://img227.imageshack.us/img227/1535/img2289oi7.jpgwhos that guy in the background o_O

    Nice photos but they focus a little weired sometimes.

    someone i went with from an urbex forum. i know the focus is sometimes out and a couple are blurred, but i didn't have a tripod with me so i had to try and hold the camera still for up to a second in a lot of areas.

  • derelict mill

    • the0rthopaedicsurgeon
    • May 13, 2007 at 3:32 AM

    i found out about an old corn mill close to where i live and went over to take some photos today. everything was taken with a canon a620, no post work besides a few level adjustments in some photos

    [Blocked Image: http://img84.imageshack.us/img84/5305/img2089ux2.jpg]

    [Blocked Image: http://img297.imageshack.us/img297/6097/img2047hu5.jpg]

    [Blocked Image: http://img157.imageshack.us/img157/3934/img2029nk7.jpg]

    [Blocked Image: http://img152.imageshack.us/img152/6920/img1984sp9.jpg]

    [Blocked Image: http://img157.imageshack.us/img157/2139/img2267yx5.jpg]

    [Blocked Image: http://img157.imageshack.us/img157/3654/img2003er8.jpg]

    [Blocked Image: http://img144.imageshack.us/img144/1459/img2176ox1.jpg]

    [Blocked Image: http://img227.imageshack.us/img227/1535/img2289oi7.jpg]

    [Blocked Image: http://img156.imageshack.us/img156/8652/img2173om7.jpg]

    [Blocked Image: http://img222.imageshack.us/img222/7726/img2164gu1.jpg]

    [Blocked Image: http://img222.imageshack.us/img222/7601/img2017sc6.jpg]

    [Blocked Image: http://img227.imageshack.us/img227/8794/img2283mx7.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • May 10, 2007 at 2:09 AM

    Finished the basic layout of the drains in my L4D map today, as well as a few more props. The last screenshot shows the size and rough layout, the subway being the route the survivors are supposed to have followed out of Tokyo into the mountains.

    [Blocked Image: http://img510.imageshack.us/img510/1949/yama10014lq0.th.jpg][Blocked Image: http://img292.imageshack.us/img292/8647/yama10012va3.th.jpg][Blocked Image: http://img514.imageshack.us/img514/1153/yama10013ey3.th.jpg]

    [Blocked Image: http://img292.imageshack.us/img292/1403/yama10016te5.th.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • May 7, 2007 at 2:20 AM

    There aren't many long distances in those screenshots to see how far the fog goes, but I like it how it is now, it gives it a more dusty/desaturated look. The last shot looks like the end value might be too low, but you should at least keep the start value at/around zero to give it that washed out, softer look.

    Quote from PhilipK

    Oh that has a lot of potential the0rthopaedicsurgeon imo.I really like what you've done with the skybox already!

    The mountains are tiling textures taken from a couple of photos, not stock CSS ones, but I'll probably put them on a model cylinder eventually as someone mentioned.

    I've worked more on the map the last few days, everything looks a bit plain still until I make some more signs, but I need to work out what they all say first. And as I mentioned with the screens of the other map in this campaign, the trees are Hessi's from de_corse, they'll be replaced once I make my own, unless L4D comes with some decent ones of its own.

    [Blocked Image: http://img131.imageshack.us/img131/5448/yama10005xh0.jpg]

    [Blocked Image: http://img131.imageshack.us/img131/8706/yama10008eg4.jpg]

    [Blocked Image: http://img527.imageshack.us/img527/2593/yama10010oc4.jpg]

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