Yup, use the black tool texture on func_brush walls with shadows disabled around the sky camera. You'll most likely want the walls far enough away from the sky camera to allow the fog to become opaque unless you want it appearing dark/blackish in the distance. I don't really understand what you are trying to say about the far z clip, but that always should be set to something like one more unit past where the fog becomes opaque.W0rf0x wrote:Use toolsblack or something, you just need a texture to block the actual sky texture.
【Released】Nacht Der Untoten
Re: zombie survival map(oc_nacht_der_untoten)
[tab=135]Salt.
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Re: zombie survival map(oc_nacht_der_untoten)
Well, yes, "it works", although the problem comes when you look up and the borders of the black brushes. Anyway, i think that i have an idea to "fix it", thanks.
A thing that i worked today apart of more map fixes, the double barreled shotgun:
The aspect that looks in thirdperson is weird, since it clips in the hands (i´m thinking to switch the animation to the crossbow), and is a bit buggy in the sound like all the weapons that comes outside of HL2 (because i cant add the sounds to the intended actions). Also, i have to think what i do with the v_model, since the CSS hands are a single model with the weapon, unlike other times, avoiding change it easier for the DOD:S arms.
Ah, and i fixed the 30cal completely. It shows the reload animation, it ejects the shells and it has now muzzleflashes. When i fix the rest of the weapons then i´ll reupload the DOD:S weapons.
A thing that i worked today apart of more map fixes, the double barreled shotgun:
The aspect that looks in thirdperson is weird, since it clips in the hands (i´m thinking to switch the animation to the crossbow), and is a bit buggy in the sound like all the weapons that comes outside of HL2 (because i cant add the sounds to the intended actions). Also, i have to think what i do with the v_model, since the CSS hands are a single model with the weapon, unlike other times, avoiding change it easier for the DOD:S arms.
Ah, and i fixed the 30cal completely. It shows the reload animation, it ejects the shells and it has now muzzleflashes. When i fix the rest of the weapons then i´ll reupload the DOD:S weapons.
- Plasma HeadCrabD
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Re: zombie survival map(oc_nacht_der_untoten)
okay...i have to say something. my hard disc drive it's broken. so. i need download everything i lost. so...this map. it's not dead.
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
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Re: zombie survival map(oc_nacht_der_untoten)
Thank god that i have the 95% of the map in my HDD, the external HDD and on internet.Plasma HeadCrabD wrote:okay...i have to say something. my hard disc drive it's broken. so. i need download everything i lost. so...this map. it's not dead.
No progress made since the last time because i´m working in a proyect that have more priority.
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Re: zombie survival map(oc_nacht_der_untoten)
Since the other proyect is pretty much finished and waiting for the last gameplay test, i back to work on this. I remade the map from scratch, and just what i thought, the lag was due the poor brushwork. So yeah, since all the things have been made for Plasma and me, this map is now 100% Obsidian Conflict map.
Also, the gameplay is hard, since if you end in a corner you will die pretty much (unless you have one of the two machine guns and luck).
Continue testing.
Also, the gameplay is hard, since if you end in a corner you will die pretty much (unless you have one of the two machine guns and luck).
Continue testing.
- Plasma HeadCrabD
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Re: zombie survival map(oc_nacht_der_untoten)
some zombie models from dods:
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
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Re: zombie survival map(oc_nacht_der_untoten)
Already saw those models long time ago, in the ZM DOD:S. I prefer the model that i´m using now, looks like more the COD ones.
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Re: zombie survival map(oc_nacht_der_untoten)
**Oh wow, i really waited nearly two months to do the gameplay test? lol**
Well, after numerous problems (Raiden´s server got down, their internet connection was cut, finals, etc...) we have been finally made the gameplay test. And i have to said that it was pretty satisfactory.
Except the bug about the end ending the map when there are alive players, the gameplay is fine, so i´ll give to Plasma the map to improve the visuals to make it like the CoD map. Also, he made great progress in their mapping skills, so i´m sure that i can expect the best of him.
While that, and between each rest while working with the other proyect, i´ll continue thinking about how to fix some minor bugs, and continue fixing the DOD:S weapons, of course.
Well, after numerous problems (Raiden´s server got down, their internet connection was cut, finals, etc...) we have been finally made the gameplay test. And i have to said that it was pretty satisfactory.
Except the bug about the end ending the map when there are alive players, the gameplay is fine, so i´ll give to Plasma the map to improve the visuals to make it like the CoD map. Also, he made great progress in their mapping skills, so i´m sure that i can expect the best of him.
While that, and between each rest while working with the other proyect, i´ll continue thinking about how to fix some minor bugs, and continue fixing the DOD:S weapons, of course.
- Plasma HeadCrabD
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Re: zombie survival map(oc_nacht_der_untoten)
well. that his progress.
about mine:
will. about that zombie map. i'm trying make that map like original one.(yep, re-design again!). so, i need re-make all of the details.
and fenix make main systems.
and..amm..maybe 4 special playermodels?
about mine:
will. about that zombie map. i'm trying make that map like original one.(yep, re-design again!). so, i need re-make all of the details.
and fenix make main systems.
and..amm..maybe 4 special playermodels?
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
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Re: zombie survival map(oc_nacht_der_untoten)
Like i told you in the pm, i had problems with FileFront, so wait to edit my map.
About "force" the map to have a specified playermodel, i have no idea about how to do it, but the They Hunger campaign in Sven Co-op show that is possible, so i´ll continue investigating this.
About "force" the map to have a specified playermodel, i have no idea about how to do it, but the They Hunger campaign in Sven Co-op show that is possible, so i´ll continue investigating this.
- Plasma HeadCrabD
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Re: zombie survival map(oc_nacht_der_untoten)
well. here is new playermodels for this map. hope you like it.(also. with permission )
about those playermodels:
port to source engine : Half-Dead
so. i just port it to oc.
about those playermodels:
port to source engine : Half-Dead
so. i just port it to oc.
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
- Plasma HeadCrabD
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Re: zombie survival map(oc_nacht_der_untoten)
also. to fenix:
i'm already starting re-design that map. all the things. (displacements. indoor/outdoor)
so need some times.
i'm already starting re-design that map. all the things. (displacements. indoor/outdoor)
so need some times.
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
- Plasma HeadCrabD
- npc_citizen
- Posts: 167
- Joined: Sat Mar 27, 2010 1:21 am
- Location: china
- Contact:
Re: zombie survival map(oc_nacht_der_untoten)
some map upload:
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
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Re: zombie survival map(oc_nacht_der_untoten)
Have you realized that i had to eliminate the sandbags of the doors because the zombies cant jump them?
About the brushwork, i hope you used nodraw, func_detail and the rest of optimizations, because if the answer is no, it will imply start again from the version i sent you.
About the brushwork, i hope you used nodraw, func_detail and the rest of optimizations, because if the answer is no, it will imply start again from the version i sent you.
- Plasma HeadCrabD
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Re: zombie survival map(oc_nacht_der_untoten)
Maestro Fénix wrote:Have you realized that i had to eliminate the sandbags of the doors because the zombies cant jump them?
About the brushwork, i hope you used nodraw, func_detail and the rest of optimizations, because if the answer is no, it will imply start again from the version i sent you.
yes, i used func_detail for detail brushes.
about zombie can't jump in. if we use fast zombie?
that have animations.
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd