[WIP] The Tainted Grove (msc_tgrove)

Belmont

New Adventurer
Blades of Urdual
Joined
Aug 22, 2005
Messages
475
Reaction score
0
Very nice job as usual, I didn't think you would work on this one this fast!

I really like the front gate for the castle, looks very nice & detailed.
 

FER

New Adventurer
MSC Developer
RiP
Joined
Sep 16, 2006
Messages
2,758
Reaction score
0
Age
37
Location
on Belser's army
Those torches scare me, are there too much torches?

BTW I never asked, do model based torches eat as much edicts as entity based ones?
 

Durak

New Adventurer
Joined
Jan 13, 2006
Messages
289
Reaction score
0
J-M v2.5.5 said:
Mikkel said:
Not bad!? Wait 'til the terrain in that particular area is complete so I can get a close-up screenshot of the gate to show you how good it really looks!

"Not bad"... punk :mrgreen:

The stone textures on the outside are a little too much for me. The smaller pieces are daunting and all the same which contrasts to the huge blocks. It might be that or the fact that they look the same on every part of the wall. I'm not very artistic though. The layout and structure looks very good and yes your gate looks great.

Edit: Bad sentence structure
 
  • Thread starter
  • Banned
  • #8

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
Yeah, sorry about the stone texture... it's so repetitive because the gate is so freaking big.
In fact, the width of this gate is 3/8th of the MAXIMUM Goldsource map width.
I already upscaled the stone texture to 1.5 (x) and 1.5 (y), and if I scale it even higher, say, 2 and 2, it looks too blurry. The only way to fix the repetitiveness of the stone texture is finding a different one, but that's harder than it sounds.
 

brian4

New Adventurer
The True Followers of the Lost
Joined
Jan 14, 2008
Messages
358
Reaction score
0
Keep up the good work!
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
As I mentioned before, I'm still looking for a replacement texture and this is actually harder than it seems.

Also, the grove isn't actually shown (because it isn't done yet LOLOLOLOL).
And (spoiler): there are actually three groves in the map, all tainted (will be tied to a quest once I work it all out & send Thothie script requests).

The gate you see leads to something... else...
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
I have a problem and it starts with an "l".

There is a leak in my map and I can't find it, no matter how hard I try. I only once had a leak before since I've been mapping because I'm always very precise (probably the reason why I'm so slow, though) so I was quite surprised when I got the "LEAK in hull 0" message.

I followed Rickler's advice and had vBSP compile my map to get a pointfile that isn't totally crazy, but looking at this vBSP generated pointfile in Source Hammer I see... this:

msc_tgrove_leak01.jpg


msc_tgrove_leak02.jpg


msc_tgrove_leak03.jpg


msc_tgrove_leak04.jpg


msc_tgrove_leak05.jpg


The pointfile goes straight through a worldbrush, and said worldbrush is surrounded by even more worldbrushes, all seamlessly attached together.
What the hell is this?

Edit: Rearranging the brushes that surround the "leak" just cause the new pointfile line to go straight through another innocent worldbrush, also seamlessly attached to other worldbrushes. Rearranging that does the same thing with a different worldbrush.
I don't get it. Maybe I somehow overdetailed?
 

Rickler

New Adventurer
DarkTide
Joined
Feb 8, 2008
Messages
117
Reaction score
1
Location
アメリカ
My guess is either one or more of the vertexes is not on the grid as an integer. Try moving them in both side views then move them back so they snap right. Or just delete the brushes in that area and start from scratch.
 

J-M v2.5.5

BANNED
BANNED
Joined
Feb 26, 2005
Messages
5,675
Reaction score
1
Age
35
Location
Nijmegen, the Netherlands.
I crafted all of this by hand (no clipping) and all the vertices were perfectly on the grid.
I guess I'll have to redo this then...
 

Thothie

Administrator
Staff member
Administrator
Moderator
MSC Archivist
Joined
Apr 8, 2005
Messages
16,342
Reaction score
326
Location
lost
Sometimes, even with everything snapped to the grid and all, too many vertex's matching at odd angles at the same point will flip the compiler out. Generally, when I'm making that type of terrain, I start with a box, and build the floor over it - then you get leaf errors instead of leaks, and most of those go away with a -full compile. Even if one or two are left, so long as it doesn't affect the FPS of the area, let it go. I think there's two leaf errors in the fire room in sfor, with no ill effects, and that has twisted terrain from floor to ceiling, save one wall.

Wpoly's stay under 600 here... Granted, not as nice as the 80poly of the "Nintendo 64 forest" next door.

Downside is 80% of the clipnodes on the map are in this room and hallway.
 
Top