PDA

View Full Version : [WIP] Bedroom war



Kiyoshi
August 1st, 2007, 08:37 PM
UPDATE 8/2 PAGE 2
UPDATE 8/5 PAGE 5
UPDATE 8/6 PAGE 6
UPDATE 9/19 PAGE 7



Well I wanted to make a level and thought why not make one of my room. Although i'm having a bit of problems with smoothing. Any suggestions would be much appreciated. I have put smoothing on many different values and they still don't smooth correctly.

http://i25.photobucket.com/albums/c59/blackx24/00001.jpg

http://i25.photobucket.com/albums/c59/blackx24/00002.jpg

Ok, enough of the jacked up smoothing. Here are some pics of the level. I still have to model and connect ALOT of other objects, such as computer, tv, books, etc. It should be a fun level, just because its a different type of level and I always thought bedroom levels were fun. The lighting is set on direct right now so it looks weird i'm and also I have no textures yet. I hate texturing with passion! >_< anyway to the pics!

http://i25.photobucket.com/albums/c59/blackx24/00003.jpg

http://i25.photobucket.com/albums/c59/blackx24/00004.jpg

http://i25.photobucket.com/albums/c59/blackx24/00005.jpg

et_cg
August 1st, 2007, 08:39 PM
Looks good. Have you checked to make sure that those polygons consist of four verticies? Or have you made sure they don't have multiple smoothing groups applied to each face?

And on top of that... did you run the lightmap on super?

Can't wait to play... IN YOUR ROOM!

Bastinka
August 1st, 2007, 08:40 PM
Ugh, the smoothing is horrible. Also a wireframe please? :)

spookers622
August 1st, 2007, 08:56 PM
Can't wait to play... IN YOUR ROOM!

we better all get lawyers cuz when michael jackson hears about this were all gonna be screwed (literally)!!

Bastinka
August 1st, 2007, 09:00 PM
Haha. :fail:

Why bring poor Michael Jackson in this thread, he has enough trouble.

spookers622
August 1st, 2007, 09:03 PM
lol trouble finding more victims, although he can wait in neverland for ages and not age... its funny to see a bedroom level because i was thinking about making one two... o well. you should put the oddball spawn under your pillow (like a tooth lol)

Kiyoshi
August 1st, 2007, 09:05 PM
lightmaping was done on direct only for quick lighting. All the polygons on the bedding are polygons.

randreach454
August 1st, 2007, 09:10 PM
Uh of course the polys ARE polys but are they all consisting of four vertices(ie like a square would), even 3 like a tri, or more?

Kiyoshi
August 1st, 2007, 09:13 PM
yes they are all 4 points I just always seem to have smoothing issues. The same thing happened in the other map I was working on.

et_cg
August 1st, 2007, 09:51 PM
If you'd like direct assistance, just use my contact information, and I'll take a look at your BSP.

Evil_Dude
August 1st, 2007, 09:56 PM
Yeah, we all knew one of these sorts of maps was coming. Wasn't there one for CE as well?

It's a good start. Best of luck getting it ready

et_cg
August 1st, 2007, 10:19 PM
Yes, there was a bedroom map for CE. It was actually quite fun.

It is, indeed, a good start. :)

Con
August 2nd, 2007, 12:48 AM
Every game needs at least one good bedroom or house map where the players are tiny. I think this will be one of them for H2V ;)

Kiyoshi
August 2nd, 2007, 11:55 AM
I have figured out how to fix the smoothing and I shall continue modeling the rest of the objects. I will repost pictures once I have made some progress.

beele
August 2nd, 2007, 12:03 PM
Look very good so far, keep up the good work :)

spookers622
August 2nd, 2007, 12:08 PM
smeone should make a house map like the one in toy story lol

Kiyoshi
August 2nd, 2007, 06:54 PM
I will be releasing some better pics of the map later today with better lighting. Also I have added a tv and resized the handles on the drawers. I have not decided if I will keep the tv that I made or if I will remake it.

Also plans for the map...
I am going to be adding in a computer and several other objects so that everything isn't flat. Then once all thats done I will begin making the paths to the drawers. Finally I will adding in teleporters and ladders. I'm not sure what I will do with the closet yet, haven't decided. I might make it a secret room O.o well in about 4 1/2 hrs I will post the better pictures.

Kiyoshi
August 2nd, 2007, 11:41 PM
Here are the new pics

http://i25.photobucket.com/albums/c59/blackx24/woooo.jpg

http://i25.photobucket.com/albums/c59/blackx24/wooo.jpg

http://i25.photobucket.com/albums/c59/blackx24/woo.jpg

http://i25.photobucket.com/albums/c59/blackx24/wo.jpg

et_cg
August 2nd, 2007, 11:47 PM
So I managed to help?

It looks great so far! Keep it up. :)

Con
August 2nd, 2007, 11:57 PM
Even with a few items you're going to be adding, it's not going to provide fun enough gameplay. At the moment it looks like a really neat/organized person's bedroom, and yes you're going to add some items here and there, but I recommend making this more of a little kid's room. I'm talking littered with toys that the players can use in their gameplay. The bed should be unmade and folding around, so the players can drive around on the bed and get air off the lumps and folds. There should be some hotwheels track set up so people can drive their hogs on it, a wooden train set to run along, stuff like that. Add in some model planes hanging from the ceiling, but possibly wait till we figure out how to make things like the suspended I beam on headlong so we can jump from item to item and have them tip. Maybe a baseball bat leading as a ramp up to something? A lava lamp to hide behind? A teddy bear? What would be funny is if there were a bunch of action figures that looked like the masterchief's model, on the same scale, all lined up standing on the shelf but with a GI joe plastic colour. Players could hide amongst them and blend in. It should be really cluttered im just sayin.

edit: oshi lego buildings plz too

jngrow
August 3rd, 2007, 12:15 AM
What Conscars said. But it is still the cleanest map I have ever seen, nice work. Time to mess it all up.

Llama Juice
August 3rd, 2007, 12:17 AM
.... a lot of good ideas.....


YES.

Listen to the man. This map will be boring as is, no matter how neat it is to run around in your own bedroom like that...

umm .... put something on the walls... or change the color of the bed blanket.... too much of THAT blue...

et_cg
August 3rd, 2007, 12:22 AM
YES.

Listen to the man. This map will be boring as is, no matter how neat it is to run around in your own bedroom like that...

umm .... put something on the walls... or change the color of the bed blanket.... too much of THAT blue...


Oh come on guys, its a WIP, and he doesn't texture. :P Give him a break.

Kiyoshi
August 3rd, 2007, 12:24 AM
Thanks for your input and I understand what you mean. I'm not sure what all I will add, but I will look into some of the things you mentioned. Especially the legos, I <3 Legos. Right now I don't even have my entire room modeled, such as the window, ceiling fan, drapes, and the closet. Those are all key parts to the room that have been left out atm. I am also making it like the ones I played in HL2 which were extremely fun to play cause they didn't have alot of crazy objects that obstructed the deathmatch gameplay. They were just fun to actually play on. I want it to be an actual slayer and ctf map, not a jack around map. Not that it isn't cool to have a level with alot of random things in it like yoyo does, but it isn't the reason I play halo. I will try to put in some cool objects to mess with the gameplay, but not mess it up too much.

Also I have lots of issues with texturing and shaders so im going to wait until the model is COMPLETELY finished before starting. So the plain textures will be staying for a while.

UXB
August 3rd, 2007, 12:23 PM
Take some ideas from the many UT "little people" levels. Most of them were for deathmatch mode (Slayer) so balance was not an issue as it is for CTF type games.

I can foresee this level being a slayer, oddball and/or territories game type level since rooms are not normally setup for balanced CTF game play. Since there are large distances to cover, without cover, be sure to sprinkle teleports around in logical locations and weapon placement will also be a key factor. Have places for sniping and other places for close combat and the map can be just as fun as any other especially if it looks good too.

Kiyoshi
August 3rd, 2007, 12:29 PM
I am also thinking about adding in a Some holes on the walls of the level for moving around. They will contain teleports and ladders so you wont be open to fire when trying to use one. I have a 2 week break from work coming up and I plan on spending most of it working on the level. I also see the your point on ctf, most of the levels liek this I played on HL2 where only team deathmatch or just deathmatch. Ctf will be included, but probably wont work too well.

UXB
August 3rd, 2007, 12:43 PM
I am also thinking about adding in a Some holes on the walls of the level for moving around. Just take your time and think about being a mouse in your room. How do you get from one side to the other? up to the top of the closet? on top of the door jam? stuff like that. Where is the best to snipe from? Can you snipe the sniper and from where? If you played little people levels in Half Life or Unreal Tournament then you have the idea.

I also see the your point on ctf, most of the levels liek this I played on HL2 where only team deathmatch or just deathmatch. Ctf will be included, but probably wont work too well.One of the most fun Half Life little people levels was Rats. Being a kitchen it had the pantry in corner where close combat occurred, and three levels: the shelf, the table top and the floor. and across from that the sink and cabinet. I had a lot of fun on that map. The weapons in HL are much different, especially the trip mines, and will change the game play considerably. Just think the tactics through and make the level conform. I look forward to seeing the finished product.

spookers622
August 3rd, 2007, 02:06 PM
you could add a bathroom at one end and a closet at the other, those could be the where the flags are ( one could be on top of a plunger or in the toilet:))

Kiyoshi
August 3rd, 2007, 02:21 PM
lol... now that would be interesting...

O NO!! I overshot the flag! and fell down the toilet!

killed by the guardians* (of the toilet)

Kiyoshi
August 3rd, 2007, 09:27 PM
Ok the map is slowly progressing, but I kinda ran into a problem. When attaching a new light to the map, somehow the map recopied itself over the current copy. So now I have 2 maps in the exact same space. Is there a tool in 3ds that selects all connecting polys? So I can delete the other copy or I will have to revert back.

Evil_Dude
August 3rd, 2007, 09:43 PM
Not that I know what I'm doing, even a little, but is it possible that when the map copied itself over, the polygons it created were all placed at the end of the polygon array?

So, for example, you have a cube. A cube has six sides, so you can select polys 0, 1, 2, 3, 4, and 5. You accidentialy re-copy all sides of the cube, creating polys 6 through 11. Take your total poly count (12) divide by 2 (6) and delete faces (6) through (polycount - 1) in a script.

Just thinking out loud, to be honest, but that's what I would try first if I understand the problem correctly

Kiyoshi
August 3rd, 2007, 09:46 PM
how do you right a script for 3ds?

Evil_Dude
August 3rd, 2007, 09:57 PM
I know for my build of 3ds max, there's a MAXscript reference built into the help menu. I want to learn to script anyway, as there are definitely a few things I know it may help me with, but it might take me a while to learn to do it well. Regardless, I don't have time for it tonight. If a better solution hasn't presented itself, I'll start work on it tomorrow after I get home from work (5pm EDT).

I'm a computer science major. Can you tell?

Kiyoshi
August 4th, 2007, 12:29 AM
Ok well I just remodeled it >_< annoying... And its back to the way I had it and I have added a fan too. There is also a room above it that you can get to via teleporter. I plan on putting a sniper in the room above the fan, but you have to fall down a shaft from the room with the sniper to get to the fan blades. This should stop sniper camping from the fan, due to lack of ammo.

Con
August 4th, 2007, 12:54 AM
ah that's clever ;)

Kiyoshi
August 4th, 2007, 02:25 PM
I just added in 2 different sets of rat holes with multiple entrance/exits. I have decided to add in a lego maze in place of the computer for more entertainment.

Con
August 4th, 2007, 02:30 PM
Keep the computer, just put it somewhere else with a CD rack with gaps in it where they can hide in. Mb let them go inside the computer for a weapon? You could have cool lights and sounds.

et_cg
August 4th, 2007, 02:35 PM
Keep the computer, just put it somewhere else with a CD rack with gaps in it where they can hide in. Mb let them go inside the computer for a weapon? You could have cool lights and sounds.

You're not thinking custom sounds, are you Con?

Kiyoshi
August 4th, 2007, 03:37 PM
Hmmm maybe, not sure yet though. any idea what the poly limit is for h2?

Evil_Dude
August 4th, 2007, 06:14 PM
30k polys per portal area (EDIT: Cluster. You know what I mean, I just don't know the terminology), if I recall correctly

EDIT: Check out this thread (http://www.h2vista.net/forums/showthread.php?t=4159).

Kiyoshi
August 5th, 2007, 03:53 PM
Small update on the progress. Still no textures yet.

http://i25.photobucket.com/albums/c59/blackx24/superwoo.jpghttp://i25.photobucket.com/albums/c59/blackx24/omg.jpg

Lightning
August 5th, 2007, 03:55 PM
MAJOR improvement, loving it!

Roostervier
August 5th, 2007, 04:12 PM
I'm beginning to like this more and more. Also, could you make the smaller sized legos too? That would be fucking win. Make a base out of them <3.

ChickenShyt
August 5th, 2007, 04:26 PM
I'd go with Con on keeping the computer and making it accessible; maybe put some kind of a really powerful weapon in there (RL?) but possibly setting up a button or making it destructible once a level (or round, as to balance it out) to flush out any campers that might've made your computer their home. Whether you like the idea or not, I love the level. Keep it up.

Kiyoshi
August 5th, 2007, 09:48 PM
Added in a Small closed off lego area with only 3 ways in. Roof, front,back. It should provide a good close combat spot. The lego area was added in between the dresser and the tower with the tv. It almost takes up that entire area.

DrunkenSamus
August 6th, 2007, 02:19 AM
Rats ftw!! Ahh, the sweet nostalgia.

dcemuser
August 6th, 2007, 02:28 AM
Looking very nice! Keep up the great work!

Kiyoshi
August 6th, 2007, 01:41 PM
big update coming... O.o

Con
August 6th, 2007, 01:44 PM
That chair doesn't look very comfortable :X

Kiyoshi
August 6th, 2007, 01:47 PM
thats my old chair and your right it wasnt >_<

Kiyoshi
August 7th, 2007, 12:16 AM
Ok here is the update, some textures applied and I am still working on them. Ignore the bed right now. I am fixing it.

http://i25.photobucket.com/albums/c59/blackx24/L3.jpghttp://i25.photobucket.com/albums/c59/blackx24/L2.jpg
This one is from inside the lego area. I need to fix the uv.

http://i25.photobucket.com/albums/c59/blackx24/L1.jpg

et_cg
August 7th, 2007, 01:09 AM
Dude, that's the best looking bedroom map I've seen yet. Good job.

Con
August 7th, 2007, 01:28 AM
lego base could be better, but everything else looks good so far

bitterbanana
August 7th, 2007, 11:13 AM
This looks so fun. Lego base! woop woop!

This reminds me of the kz jump maps in CS. Halo needs jump maps.

dcemuser
August 7th, 2007, 05:44 PM
After the unlocked H2EK comes out (ability to change jump settings/turn off fall damage), I'm sure people will make jump/fall maps.

(ontopic again) This map DOES look awesome, keep us updated. I'm loving it.

spookers622
August 8th, 2007, 09:48 AM
nice. can you jump from drawer handle to drawer handle? if u cant i think you should add that

Kiyoshi
August 10th, 2007, 02:10 PM
I am rebuilding the lego area completely and it will be more open. Still making the lego textures too, so many textures and such a pain to uv >_<. I have the upcoming 2 weeks off so I should be able to get most of the level done.

Kiyoshi
September 4th, 2007, 10:21 PM
Ok i've had a few issues... my computer had to be reformatted and I lost all my shaders so I had to remake all of them :(. I fixed them, but my lightings is a bit different. I had to put off work on the level for a while so not many of the models have changed the main one that changed was the bed even though it doesn't look it. I completely remodeled it so its a bit smoother. Ive added in lots of textures so no more blank game boxes. I still have lots to do, but I didn't want it seem as though I dropped the project all together, so here are some new pics.

http://i25.photobucket.com/albums/c59/blackx24/p3.jpg
Yay NES texture!
http://i25.photobucket.com/albums/c59/blackx24/p2.jpg
New bed that still needs to be shaken up a bit
http://i25.photobucket.com/albums/c59/blackx24/p1.jpg
And now for the game boxes! lol

Con
September 4th, 2007, 10:29 PM
Looking good, keep goin' :)

BobtheGreatII
September 4th, 2007, 10:36 PM
Nice work !

Llama Juice
September 4th, 2007, 10:47 PM
lol show off that NES bro.

Want some cartridges?
http://llamajuice.com/renders/NES12.jpg http://www.llamajuice.com/nes11.jpg

JDMFSeanP
September 4th, 2007, 11:27 PM
\When you scroll up and down with the mouse and look at the wallpaper its hella trippin shit.

Vicky
September 7th, 2007, 02:58 PM
Nice 'out of the box thinking' map...

Stealth
September 8th, 2007, 12:08 AM
looking cool, I hope you're going to put a Halo 3 Xbox 360 in there, maybe.

Kiyoshi
September 12th, 2007, 08:56 PM
http://i25.photobucket.com/albums/c59/blackx24/omgcomp.jpg
lol

Con
September 12th, 2007, 09:28 PM
LOL +rep

Kiyoshi
September 12th, 2007, 09:33 PM
This map has now become memorial of my old room. My dad is redecorating it as we speak. :(

Kiyoshi
September 19th, 2007, 02:56 PM
Ok well I still have some smoothing issues and I need to put some stuff in the closet. Than all thats left is to perfect the lighting and the textures. Behold the progress on the bedroom.
http://i25.photobucket.com/albums/c59/blackx24/c3.jpg
here are the wonderful blinds covering the window
http://i25.photobucket.com/albums/c59/blackx24/c2.jpg
here is the placement of the note and the speakers, also note there is a halo 3 poster on the wall over the bed
http://i25.photobucket.com/albums/c59/blackx24/c1.jpg
Ok here is the final picture for now. As you can see I added a path up to the bed by foot, the gray platform next to the orange ramp is a gravity lift platform for quick access to the dresser(also there is a grav lift to get on the bed, but its next to the super blocks).

KK now to fix some smoothing >_< and add some stuff.
Not much left now.
Right now I am debating on adding a 360 into the level, Ive just been having lots of depth issues and at one point tool keep freezing wouldn't export. Who knows what I will add :)

Skyline
September 19th, 2007, 03:04 PM
It would be awesome if you could animate that fan, people fly too close they will get hit and go boom :).

Kiyoshi
September 19th, 2007, 03:12 PM
That would be cool but I have a room above the fan and so the blades need to be still so people can fall on them.

Kiyoshi
October 10th, 2007, 02:33 PM
Ok this is really starting to make me mad... Its now gotten to the point where every time I compile I get:
###ERROR BSP is too deep (increase maximum_bsp3d_depth)
###ERROR structures import pipeline failed for scenarios\multi\room\room
I used to be able to fix it by either moving the level on the z axis or by using portals. Now it has about 10 portals and WILL NOT export at all, I even went in a deleted a chunk of polys to try to fix it, but still no luck. There are almost no other posts on this error and if I can't get it working the whole project might be scraped.

[EJ] Bean
October 10th, 2007, 05:11 PM
Could it be that the map is starting to get bigger than the sky itself?

Kiyoshi
October 10th, 2007, 05:54 PM
I highly doubt that but it might be the case. It is still no where near the size of coldsnap or hugeass for halo ce.