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Yokai
12-21-2005, 09:50 PM
I know, so far its not much. However, I will frequently work on this project as I allow Tat to look at Fossilroo to see if he can help me out with it. (thanks alot for that mate.)

Anyhow, I have screenshots of the first floor of the windmill because I believe I have completed my work on that part. However, the reason I post is because I want some suggestions. Also, take note that this windmill is not the type that creates energy, its an old windmill that was used to create flour many years ago. Its been abandoned for a long time now (ever since it was reused by a company to make All Natural Farm Floure.)

Anyway, enough of the background. You want to see some screenshots.

http://img361.imageshack.us/img361/2205/zpwindmill00085zj.th.jpg (http://img361.imageshack.us/my.php?image=zpwindmill00085zj.jpg)
http://img361.imageshack.us/img361/6833/zpwindmill00094hz.th.jpg (http://img361.imageshack.us/my.php?image=zpwindmill00094hz.jpg)
http://img396.imageshack.us/img396/2318/zpwindmill00107bq.th.jpg (http://img396.imageshack.us/my.php?image=zpwindmill00107bq.jpg)
http://img396.imageshack.us/img396/8273/zpwindmill00118be.th.jpg (http://img396.imageshack.us/my.php?image=zpwindmill00118be.jpg)

Keep in mind these things:
I am currently working on the existing floors above that one. Meaning, there is more to the map... I just like to spoil stuff.

I am reworking the lighting. Right now, its using the dynamic light from the point_spotlight... Thats no good. So there will be both more light and less lag when I finish it. The map looks less dark in game than it does in the screenshots. That should be known by most people as a fact. Screenshots are usualy less bright than the game itself.

Sound does come from the radio. Also, it uses alot of different sound techniques unlike the un noise filled fossilroo.

I am reworking the crate skin to make a new skin which adds the text "Old Windmill Flour Company." just to spice it up and make it seem more realistic. Yes, those crates are supposed to be there because they contain the flour which comes down the pipe into the bucket.

Modeling will be needed for the gears that help turn the two stones that creates the flower. (Talk to me over PM or on IRC. It would probably take some talent to create it just because I need it to have very little polygons.)

Hope you guys can give me support with this. So far, its been about a 4 day progress with the actual mapping. However, I have had the idea + layout for about 3 weeks. :D I have just been Super Lazy. <_<

cheese
12-21-2005, 10:02 PM
looks good so far, since it's winter break you should have plenty of time to spend mapping. Typically the mills that ground stuff were fueled by water, ya know with the giant wheel that turned...but i guess some of them also used wind, like in holland. So is the windmill going to be one of many buildings or is the entire map going to take place inside the windmill, cus wouldn't that be kinda tiny? Is part of it going to be like a house? Will there be a basement? Where do zombos spawn? Is this just like an old windmill that the humans have taken refuge in or is there more to it? Sorry if I ask a lot of questions I just wanna know more about why you chose a windmill for a map, seeing as how I don't think i've ever seen it done before so it's quite an intriguing idea.

Yokai
12-21-2005, 10:14 PM
Yes, there will be a barn near by. The windmill is the Survivor spawn. Typicaly, there will be more ammo and better guns in the barn house than in the windmill.

It will be a night map. So, it will be plenty dark. However, I will add some lights to make it visible enough to walk around.

MapMan
12-22-2005, 02:01 AM
Looks quite nice but i dont like those spot lights. Using so much spotlights/ lights dynamic isnt good idea imho. And i dont like when there is so much crate props. Throw one nade at it everyone get 5fps. And using so much crates doesnt give cool effect. Rest is OK.

Yokai
12-22-2005, 05:15 AM
Originally posted by MapMan@Dec 22 2005, 03:01 AM
Looks quite nice but i dont like those spot lights. Using so much spotlights/ lights dynamic isnt good idea imho. And i dont like when there is so much crate props. Throw one nade at it everyone get 5fps. And using so much crates doesnt give cool effect. Rest is OK.
Quoted post



Crates dont move, thus they dont lag up the map. However, I agree. Though, the bottom room of windmills are always storage rooms. Other rooms will have other things ofcourse. I did research on this and thats what came up. However, final product will look better.

And I know about the dynamic Lighting (im fixing that up, as stated in the orginal post)

DarkShadow
12-22-2005, 07:06 AM
Looks pretty cool.

Just make sure that you don't make the rooms too small.

And did you use some kind of dust or something in your pictures or is it just dynamic lighting?

Yokai
12-22-2005, 04:57 PM
Originally posted by DarkShadow@Dec 22 2005, 08:06 AM
And did you use some kind of dust or something in your pictures or is it just dynamic lighting?
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Havent yet. Its not the dynamic lighting though, its the point_spolight entity itself. :D

cheese
12-23-2005, 03:48 PM
if you really wanted a psuedo-dust effect you could try using fog. If you get it just the right color it'd sorta create a dust like haze. Just a suggestion.

Yokai
12-23-2005, 04:58 PM
Im not a fan of the fog effect in HL2. I can use Dustmotes with very light properties to get what I want. Thanks for the tip though. :D Im sure I will add fog, however I will make it look more realistic than just adding the fog effect into the map. (you'll see, as soon as I get going again.)

cheese
12-24-2005, 11:35 AM
im looking forward to it, btw have you heard from tats in awhile?

MapMan
12-24-2005, 12:00 PM
Originally posted by Yokai@Dec 24 2005, 01:58 AM
Im not a fan of the fog effect in HL2. I can use Dustmotes with very light properties to get what I want. Thanks for the tip though. :D Im sure I will add fog, however I will make it look more realistic than just adding the fog effect into the map. (you'll see, as soon as I get going again.)
Quoted post


Adding bright fog with few cool looking sprites and dustmotes inside can give very good effect.

Yokai
12-25-2005, 10:13 PM
Originally posted by MapMan+Dec 24 2005, 01:00 PM--><div class='quotetop'>QUOTE(MapMan @ Dec 24 2005, 01:00 PM)</div><div class='quotemain'><!--QuoteBegin-Yokai@Dec 24 2005, 01:58 AM
Im not a fan of the fog effect in HL2. I can use Dustmotes with very light properties to get what I want. Thanks for the tip though. :D Im sure I will add fog, however I will make it look more realistic than just adding the fog effect into the map. (you'll see, as soon as I get going again.)
Quoted post


Adding bright fog with few cool looking sprites and dustmotes inside can give very good effect.
Quoted post
[/b][/quote]

... That is the technique I was going to use... (you looked at the interloper's tutorials, didnt you?)

MapMan
12-26-2005, 03:55 AM
Originally posted by Yokai+Dec 26 2005, 07:13 AM--><div class='quotetop'>QUOTE(Yokai @ Dec 26 2005, 07:13 AM)</div><div class='quotemain'>Originally posted by MapMan@Dec 24 2005, 01:00 PM
<!--QuoteBegin-Yokai@Dec 24 2005, 01:58 AM
Im not a fan of the fog effect in HL2. I can use Dustmotes with very light properties to get what I want. Thanks for the tip though. :D Im sure I will add fog, however I will make it look more realistic than just adding the fog effect into the map. (you'll see, as soon as I get going again.)
Quoted post


Adding bright fog with few cool looking sprites and dustmotes inside can give very good effect.
Quoted post


... That is the technique I was going to use... (you looked at the interloper's tutorials, didnt you?)
Quoted post
[/b][/quote]

Yep but this idea doesnt come from any tutorial or something like that ;) Just my head. Anyway i must think about placing same effect in my map. We will see.