Catalyst Gaming

General => Creations => Mapping => Topic started by: Statua on July 26, 2013, 02:49:03 AM

Title: RP_Rockford Progress
Post by: Statua on July 26, 2013, 02:49:03 AM
If you wish to follow my progress on Rockford, this thread will be mostly up to date. For my latest thoughts, follow me at www.twitter.com/statua

Rockford is the map currently being designed for use with OCRP, however it will also be publicly released in hopes to become the new fad of Evocity. Its based on the coast of Oregon hence the cliffs, mountains, and oceanside beach. The map is also going to be a fully functional and accurate city including proper blocks with three digit addresses, realistic traffic lights with a 1 second all red, proper signage, and of course everything a city needs to run. Without further adoo, here's the progress information.

[progress=99][/progress]
Just need to plant bushes and trees.

Click to see the original size.
Current map traced over actual map.

Development Images

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To-Do list


Completed

Known Bugs
Title: Re: RP_Rockford Progress
Post by: wakeboarderCWB on July 26, 2013, 07:35:26 PM
Looks amazing, Statua. I always love your lighting, too! Please tell me your roads are wide, though? :)
Title: Re: RP_Rockford Progress
Post by: Scratchie on July 26, 2013, 07:45:30 PM
Why is the EMS station right next to the hospital basically? There's really no need for an EMS station if theres a hospital right 4 doors down.
Title: Re: RP_Rockford Progress
Post by: Statua on July 26, 2013, 09:55:30 PM
Why is the EMS station right next to the hospital basically? There's really no need for an EMS station if theres a hospital right 4 doors down.
Because the EMS don't stay at the hospital. Duh.

Looks amazing, Statua. I always love your lighting, too! Please tell me your roads are wide, though? :)
I changed the lighting on it to the HRP environment. Might change it again though. As for the roads they are'nt as wide as evocity but I might change that in some parts of the map. Its not that bad though. In evocity 2 ambulances and a person can fit in one lane tightly whereas rockford, only 2 ambulances fit in one lane. SO its about 64 units tighter then evocity. But like I said I'll widen some of the major roads.
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on July 27, 2013, 12:51:48 AM
Why is the EMS station right next to the hospital basically? There's really no need for an EMS station if theres a hospital right 4 doors down.
Because the EMS don't stay at the hospital. Duh.
Hospital is a destination, like a jail for PD. They are not going to start at the end point and move to where they need to be to transport someone back to the hospital. They spread out to minimize response time. This brings up the question, are there available areas for police and EMS to set up (IE near major intersections, near malls/supermarkets/gas stations) to be able to preform their duties and be out of the way of the general populous?
Title: Re: RP_Rockford Progress
Post by: Keskjer on July 27, 2013, 02:22:46 AM
If you could I'd like to hear/see what you plan on doing for the Fire Training Center. All in all look'n good.
Title: Re: RP_Rockford Progress
Post by: Statua on July 27, 2013, 02:39:46 AM
Finished the commercial, residential, and most of the outskirts base land. Here's a flock of pictures with my HRP lighting.

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Title: Re: RP_Rockford Progress
Post by: hacker on July 27, 2013, 07:26:22 PM
looks really nice, il hop on right on release date to see it . really good job statua
Title: Re: RP_Rockford Progress
Post by: Statua on July 30, 2013, 03:02:15 AM
Updated the blueprint/map. This one should/will be the final.
Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: Crap-Head on July 30, 2013, 09:36:02 AM
Updated the blueprint/map. This one should/will be the final.
Click to see the original size.

I know the sketch is rough, but please just remember to have plenty of spaces for parking (like v33x has), spaces for bus stops, and lots of different places for people to live in. I see a lot of freespace on the drawing. Just fill it out with something useful instead of mainly trees ;)
Title: Re: RP_Rockford Progress
Post by: OwenCobs on July 30, 2013, 10:26:58 AM
Some secluded homes might be nice too
Title: Re: RP_Rockford Progress
Post by: tics on July 30, 2013, 11:40:13 AM
Updated the blueprint/map. This one should/will be the final.
Click to see the original size.

I know the sketch is rough, but please just remember to have plenty of spaces for parking (like v33x has), spaces for bus stops, and lots of different places for people to live in. I see a lot of freespace on the drawing. Just fill it out with something useful instead of mainly trees ;)
The old blueprint (which isn't in this thread anymore) shows plenty of parking spaces in the city, as well as area for bus stops, and current development pictures and things shown in Statua's stream show parking. There actually isn't, by the way, a lot of freespace in the city area, and you wouldn't put parking outside the city, except at gas stations. Areas that look like "freespace" on this current blueprint are elevated, inaccessible land, necessary to Statua's optimization techniques.

Some secluded homes might be nice too
I see a few secluded homes on the blueprint.
Title: Re: RP_Rockford Progress
Post by: OwenCobs on July 30, 2013, 12:16:44 PM
Yeah I never noticed up top it saying in all caps "HOME" :) ignore me
Title: Re: RP_Rockford Progress
Post by: Statua on July 30, 2013, 12:51:18 PM
Yeah there's tons of parking. Here's a 'satellite' image of the city. The blue P's are all places you can park. Some are lots whereas others are lanes.
Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: Statua on July 31, 2013, 08:06:11 PM
Was screwing around with light_environment, constant lights, and the day/night script. Here's what I got. All these pictures were taken in the same session nothing has been modifed or filtered other then the lua for the light_environment and basic I/O for the constant light:
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Title: Re: RP_Rockford Progress
Post by: Keskjer on August 01, 2013, 02:46:01 AM
Was screwing around with light_environment, constant lights, and the day/night script. Here's what I got. All these pictures were taken in the same session nothing has been modifed or filtered other then the lua for the light_environment and basic I/O for the constant light:
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Those plants are are glowing XD. looks nice though.
Title: Re: RP_Rockford Progress
Post by: Bish on August 01, 2013, 03:46:26 AM
Yeah there's tons of parking. Here's a 'satellite' image of the city. The blue P's are all places you can park. Some are lots whereas others are lanes.
Click to see the original size.
You should make that hill into a river, make the roads crossing bridges.  Would look really nice.
Title: Re: RP_Rockford Progress
Post by: Statua on August 01, 2013, 08:11:50 AM
Yeah there's tons of parking. Here's a 'satellite' image of the city. The blue P's are all places you can park. Some are lots whereas others are lanes.
Click to see the original size.
You should make that hill into a river, make the roads crossing bridges.  Would look really nice.
Unfortunately in order to optimize the 3 sectors in the city, this isnt going to happen. Sorry.
Title: Re: RP_Rockford Progress
Post by: Rory on August 01, 2013, 01:33:16 PM
Idk if im talking to the right person but can we throw in a weather mod in this map because i miss that more than day/night.
Title: Re: RP_Rockford Progress
Post by: wakeboarderCWB on August 01, 2013, 05:42:26 PM
Idk if im talking to the right person but can we throw in a weather mod in this map because i miss that more than day/night.
That's done in the gamemode itself, so you'd have to talk to Crap-Head or Pvt. Grif about that. Don't see why it shouldn't be added, though.

Map's coming along great, Statua. Can't wait to play it.
Title: Re: RP_Rockford Progress
Post by: Statua on August 05, 2013, 12:49:31 PM
Here's some more pictures of downtown and the industrial district. The plant is a Gas Power Plant fyi.

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Title: Re: RP_Rockford Progress
Post by: Teitoku Ippan on August 05, 2013, 01:06:07 PM
what is the purple checkered bit meant to be on: https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/2013-08-05_00004.jpg
Title: Re: RP_Rockford Progress
Post by: Statua on August 05, 2013, 02:13:26 PM
what is the purple checkered bit meant to be on: https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/2013-08-05_00004.jpg
Episode 1 gravel. I just need to remember to change it to HL2 or CSS.
Title: Re: RP_Rockford Progress
Post by: rBST Cow on August 05, 2013, 02:22:45 PM
Can Rockford support helicopters? It would add a new layer of gameplay for all.
Title: Re: RP_Rockford Progress
Post by: tics on August 05, 2013, 02:37:36 PM
Can Rockford support helicopters? It would add a new layer of gameplay for all.
Even if it can, helicopters probably won't be (and shouldn't be) added. But if Statua says it can, then go and make a suggestion for it.
Title: Re: RP_Rockford Progress
Post by: Statua on August 05, 2013, 03:24:29 PM
Well the way optimization works right now, I most likely wont be able to add helicopters. If I did, FPS drops would be crazy which is not good. I'm trying to make this map output a decent framerate to all computers while not missing out on detail so.
Title: Re: RP_Rockford Progress
Post by: ???????£??Rose Nocturna??? on August 05, 2013, 06:54:29 PM
This is just.. Amazing. Well done statua, I cannot wait to see the finished product.
Title: Re: RP_Rockford Progress
Post by: Bish on August 05, 2013, 07:32:47 PM
Is there any way you can still have render point but keep the skybox open? o3o  Also, the hill, why not have on one side the hill is smaller and cutting it down in size you make it into a river aswell. :O

Post Auto-Merged: August 05, 2013, 08:52:01 PM
question... did you make cosmos city? o3o
Title: Re: RP_Rockford Progress
Post by: Statua on August 06, 2013, 12:22:20 AM
There is a way, however in order to do it i would have to make the skybox really tall and the walls cutting off sectors would also be high. You would have issues crashing into them lots and it would look like garbage. Not to mention compile times would skyrocket.

For the river. It would look silly if i tried to do it that way. And theres no way im moving buildigs or roads around.

I helped with cosmos city. I assume you ask because of my ambulance and fire dept?
Title: Re: RP_Rockford Progress
Post by: Bish on August 06, 2013, 02:15:15 AM
There is a way, however in order to do it i would have to make the skybox really tall and the walls cutting off sectors would also be high. You would have issues crashing into them lots and it would look like garbage. Not to mention compile times would skyrocket.

For the river. It would look silly if i tried to do it that way. And theres no way im moving buildigs or roads around.

I helped with cosmos city. I assume you ask because of my ambulance and fire dept?


1: K I understand
2:  Aw... ;-;
3: Erm, OCRP... ORENGE Cosmos RP... :P  XD  Could not have not noticed.
Title: Re: RP_Rockford Progress
Post by: Statua on August 06, 2013, 08:57:34 AM
Ah well these 2 buildings on the right side of both images are the same:
Click to see the original size.Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: rBST Cow on August 06, 2013, 03:12:34 PM
Looks very good so far. I think you should make a YouTube series about getting better with hammer. Like for people that know the basics, but want to expand their knowledge :)
Title: Re: RP_Rockford Progress
Post by: Statua on August 06, 2013, 06:03:27 PM
Looks very good so far. I think you should make a YouTube series about getting better with hammer. Like for people that know the basics, but want to expand their knowledge :)
I could but i'm not all that great with teching people. But I learned a lot of things from www.tophattwaffle.com who shows you how to do things very well and shows you how to do them the best way.

Still though, mapping is like any art and no matter how many tutorials you memorize, you still need to practice to make maps pretty.
Title: Re: RP_Rockford Progress
Post by: rBST Cow on August 06, 2013, 09:46:46 PM
Looks very good so far. I think you should make a YouTube series about getting better with hammer. Like for people that know the basics, but want to expand their knowledge :)
I could but i'm not all that great with teching people. But I learned a lot of things from www.tophattwaffle.com who shows you how to do things very well and shows you how to do them the best way.

Still though, mapping is like any art and no matter how many tutorials you memorize, you still need to practice to make maps pretty.

Oh my god thank you. So many of my questions have been answered.
Title: Re: RP_Rockford Progress
Post by: Statua on August 08, 2013, 02:04:27 AM
I went nuts on the photo taking. So much I had to split it up for you guys lol. Here's pictures of everything thus far.

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Title: Re: RP_Rockford Progress
Post by: ???????£??Rose Nocturna??? on August 08, 2013, 02:15:31 AM
Daaayum...  I saw cobs had a GM, whats Rosey get? :3
Title: Re: RP_Rockford Progress
Post by: Rory on August 08, 2013, 02:24:44 AM
Damn Statua the map looks sick looking forward to it.
Title: Re: RP_Rockford Progress
Post by: OwenCobs on August 08, 2013, 05:29:32 AM
Daaayum...  I saw cobs had a GM, whats Rosey get? :3

My secret business plan since 2011. Mates rates @ 20% off any vehicle.
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on August 08, 2013, 08:59:52 AM
You are outdoing yourself Mr Statua. Keep up the breathtaking work.
Title: Re: RP_Rockford Progress
Post by: Statua on August 08, 2013, 12:36:00 PM
Thanks guys ^.^ Your faith in this project is keeping me going lol...
Title: Re: RP_Rockford Progress
Post by: Statua on August 15, 2013, 12:57:27 AM
Finished the residential suburbs. So far it's my favourite.

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Title: Re: RP_Rockford Progress
Post by: OwenCobs on August 15, 2013, 02:27:39 AM
This is really coming along nicely :)
Title: Re: RP_Rockford Progress
Post by: Keskjer on August 22, 2013, 08:14:33 PM
Any updates, I'd like to see more of the stations. Front, back, top, ya know get some dimensions.
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on August 22, 2013, 09:54:59 PM
*Puts on Russian voice* I am like child in store of candy. I want it all, all of it now!
Title: Re: RP_Rockford Progress
Post by: Statua on August 22, 2013, 11:42:33 PM
An alpha for some trusted people will be available shortly. If anyone asks me about getting a copy, they will be denied a copy. I don't need spam messages about it.
Title: Re: RP_Rockford Progress
Post by: OwenCobs on August 23, 2013, 05:11:36 PM
So there is still progress? Thats good to hear :)
Title: Re: RP_Rockford Progress
Post by: Officialjake on August 23, 2013, 05:24:14 PM
Wow this looks amazing...  I cannot wait to play on this it looks way better than evocity.  It will be nice to have something new to play on.  I think that this is something that will help ocrp and give it a unique feel from other RP servers.

Great work statua!
Title: Re: RP_Rockford Progress
Post by: Statua on August 23, 2013, 09:05:45 PM
Finishing up the last outskirts house and will compile it again.
Title: Re: RP_Rockford Progress
Post by: Rory on August 23, 2013, 09:31:36 PM
Statua put up some pics.
Title: Re: RP_Rockford Progress
Post by: Statua on August 24, 2013, 02:03:26 AM
Yeah it's not going to be ready by the expected due date. Could be another couple weeks. Depending on my schedule.
Title: Re: RP_Rockford Progress
Post by: Statua on August 24, 2013, 02:40:55 AM
On the bright side, it's looking fantastic.

Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on August 24, 2013, 04:21:13 AM
When do your maps not look awesome?
Title: Re: RP_Rockford Progress
Post by: OwenCobs on August 24, 2013, 05:31:35 AM
Finishing up the last outskirts house and will compile it again.

Oh thats brilliant, I was trying to ask you last night but you went offline :C Looking forward to playing OCRP again haha
Title: Re: RP_Rockford Progress
Post by: Rory on August 24, 2013, 06:15:25 AM
This rp map has some great modern abstract to it. I'm no map expert but i can really see your improvement Statua.
Title: Re: RP_Rockford Progress
Post by: wakeboarderCWB on August 24, 2013, 09:33:13 AM
Thanks for giving me the privilege of testing the map! It looks great, but here's my small bug list.

August 24, 2013
Click to see the original size.
Looking from the Taco Bell parking lot, you can see only the top of the building behind Cobs GM.



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Texaco doors don't close.



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The very back room's walls in the 7-11 are still set to NoDraw from the inside.






Title: Re: RP_Rockford Progress
Post by: Statua on August 24, 2013, 01:16:37 PM
thanks wake. though i do know about the texao doors. I'll be making my own model for that soon.
Title: Re: RP_Rockford Progress
Post by: tics on August 24, 2013, 01:33:55 PM
Weird shadow:
Click to see the original size.
The floor of the fire training center still has dev textures:
Click to see the original size.
This door is locked by default:
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The lighting sucks in here:
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Poor lighting:
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This flooring is awfully bright. The same thing happens with some of the wood floor textures:
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Floating tree:
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The label on this is screwed up, and it doesn't actually open the gate. You can hear a gate opening noise in the far distance, but no gate opens: (same thing for the gate on the otherside)
Click to see the original size.
Poor lighting:
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This floor looks like shit:
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I seem to recall you putting a open/close gate here when you made it, but there isn't one:
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I would remove this, or make it a door of some sort:
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Lack of lighting:
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You can't walk through here (countryside gas station):
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There is no button to operate the elevator on the outside here, or on the next floor, and the button on the inside does not work:
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Shitty lighting:
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Are these meant to be there? (the rope on the ceiling):
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These doors are a bitch:
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Door doesn't open:
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This doesn't do anything (don't know if it should). On a side note, the form of capital punishment used in Oregon is lethal injection, not the electric chair:
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There is no way to get into the observation room for executions:
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No way to open this:
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Not sure if this matters:
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These windows don't match:
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There's no way into this backyard:
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Numerous street signs still say "Streename #" but I'm sure that's just 'cos you haven't finished it yet. Hope this helps. Best of luck.

Edit: Removed redundant bug reports.
Title: Re: RP_Rockford Progress
Post by: OwenCobs on August 24, 2013, 02:14:47 PM
Some of what I report will be in twidget's post as he hasn't labeled the area.

24/08/2013 @ 7PM
Taco Bell has bad lighting indoors
Click to see the original size.

Back room of cobsgm has nodraw on the wall
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That same room, grass clips in
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Texaco has no pumps
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In the city transit place the sign clips the walls
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In this shop here > Click to see the original size.
The roof of the tiny room is non existent Click to see the original size.

Just in sight of the transit area the grass clips over the curb
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Just going right from the last photo where it joins a new area the grass isn't flush with the previous block
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This building here, the tall evergreen tree on the bottom left corner of the building has a bit of foliage clipping inside
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Doesn't lead anywhere (Put the tunnel idea I mentioned which is really fenced off with radioactive warning signs etc with a broken old sign saying "Cosmos City this way" etc
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This road causes a bit of noticeable fps drop, in a full server might become a problem
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Going into an industrial estate on the left of that main road (as im facing) there is a texture error
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Just behind the last photo you can see a similar error
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From Tacobell to give you some perspective, where my physgun is pointing is clearly not correct
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No pumps in this texaco too also clipping textures all around it too.
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No houses, wrongly textured grass on top right and i'd add something in the skybox to make it not look like its floating land.
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If I was you, I'd block off this tunnel as it goes nowhere
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Block off please :C
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Dodgy lighting & Please also block off ( too many loose endings for my liking really )
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sign saying you could possibly go right when that isnt the case
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With the mayor room, the doors open the opposite way, then you cant close the other without the other opening#
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No lights or whatever dangling from the room to the right of the last photo
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This elevator doesn't work
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A lot of stuff is physgunable (all over the map)
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I've ignored the shiny floors and textures because I was assuming it's the lighting because we will be using day/night right? if i'm wrong then sorry but there are MANY floor and wall and even table reflections
Title: Re: RP_Rockford Progress
Post by: Quarantine on August 24, 2013, 03:30:46 PM
Gap in the large industrial building.
Click to see the original size.

Bad lighting on the red warehouse outside of the city.
Click to see the original size.

The hard wood floor and tile textures are extremely bright and hurt my eyes.
Click to see the original size.

Odd shadow in the bank's vault.
Click to see the original size.

Extremely dark in the government building.
Click to see the original size.

Another odd shadow in the Mayor's office.
Click to see the original size.

Extremely bright counter top in the clothing store(?).
Click to see the original size.

Taco Bell booths have the same extremely bright texture that just look really bad.
Click to see the original size.

Large gap in the rock in the corner behind Taco Bell
Click to see the original size.

The map is looking great so far, I'm sure it's going to look even better once all of the bugs are fixed up!
Title: Re: RP_Rockford Progress
Post by: Statua on August 24, 2013, 03:57:03 PM
Nikolai's Bugs:

Weird shadow:
The lighting is currently set up for developing so its shit i know.

The floor of the fire training center still has dev textures:
At the time, I hadn't yet figured out what to use as a flammable surface. Its done now

This door is locked by default:
As are many. They're background doors. On the other side is nothing.

This flooring is awfully bright. The same thing happens with some of the wood floor textures:
This is caused by the cubemaps. Again this is an alpha so the details to make it pretty are not present. Type "mat_specular 0" in console to resolve this.

Floating tree:
Resolved. There should be a planter under it too but. Hm, must have not packed.

I seem to recall you putting a open/close gate here when you made it, but there isn't one:
I dont think I did. I left it open like that as I can see it getting annoying whilst towing someone.

I would remove this, or make it a door of some sort:
I might. Depending on what Karma does with the proximity door and gov officials.

You can't walk through here (countryside gas station):
Doors issue. I replaced all the shop doors in the level.

There is no button to operate the elevator on the outside here, or on the next floor, and the button on the inside does not work:
Thats part of the Incomplete Buildings bug.

Are these meant to be there? (the rope on the ceiling):
Yes thats where lights will hang from.

These doors are a bitch:
They will be replaced during the completion of the building

Door doesn't open
Im just gonna nuke that room.

No way to open this:
Will complete it later

Not sure if this matters:
No. You cant get on the other side without noclipping

These windows don't match:
Yeah I wont worry about that

There's no way into this backyard:
Yeah that reminds me I need to build gates for all the fences.


Cobs Bugs;

Back room of cobsgm has nodraw on the wall
There's supposed to be a clip to not go back there. Resolved.

Texaco has no pumps
Resolved

In the city transit place the sign clips the walls
Good find, resolved

The roof of the tiny room is non existent
Its supposed to be a change room and that shop is supposed to be a clothes store. I guess I forgot about it lol.

Just in sight of the transit area the grass clips over the curb
Resolved

Just going right from the last photo where it joins a new area the grass isn't flush with the previous block
Shh. Lazyness. Ill see what I can do

This building here, the tall evergreen tree on the bottom left corner of the building has a bit of foliage clipping inside
Resolved

Doesn't lead anywhere (Put the tunnel idea I mentioned which is really fenced off with radioactive warning signs etc with a broken old sign saying "Cosmos City this way" etc
Wait for the 3DSkybox where I will fill in the edges of the map.

This road causes a bit of noticeable fps drop, in a full server might become a problem
This version is not optimized.

Going into an industrial estate on the left of that main road (as im facing) there is a texture error
Hopefully resolved. Had to do with my areaportal.

Just behind the last photo you can see a similar error
Resolved

From Tacobell to give you some perspective, where my physgun is pointing is clearly not correct
Should be resolved now

No pumps in this texaco too also clipping textures all around it too.
Pumps resolved. Its actually world gemoetry pooling into the lot. Ill see if I can add something to hide that.

No houses, wrongly textured grass on top right and i'd add something in the skybox to make it not look like its floating land.
It's supposed to be a campground. It looks dumb though and I cant really do it right without breaking my limits. Probably just gonna nuke this.

If I was you, I'd block off this tunnel as it goes nowhere
Will do in my final detail

Block off please :C
3Dskybox

Dodgy lighting & Please also block off ( too many loose endings for my liking really )
The wall is in the known bugs. 3Dskybox will fill that area.

sign saying you could possibly go right when that isnt the case
If this wasn't gmod, you could go right...

A lot of stuff is physgunable (all over the map)
Then dont physgun it. This is a RP map so most servers dont allow players to physgun world props. The props have to be dynamic or they will be pure black during daylight of day/night


Quarantine's list:

All your bugs have been mentioned before but thanks :)


Thanks for all the reporting guys!
Title: Re: RP_Rockford Progress
Post by: tics on August 24, 2013, 04:49:48 PM
There's a gap in this fence in the suburbs:
Click to see the original size.

These textures meet at a diagonal and consequently do not look correct. The same problem exists with the corner opposite diagonally, but not in the remaining two:
Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: Scratchie on August 24, 2013, 05:23:22 PM
I'm gunna let others post bugs for the initial revision or two. My posts will be strictly developmental things for better possibilities and lesser chance of lag by having to duplicate things

ATMs:
If at all possible make into prop_dynamic instead of part of the world. Will help prevent having to overlay another atm prop on top of them to make atms work and will lower the minor physics lag that it would cause after time despite being worldclipped.

For now that's all. Remind me later and I'll send you the revised day night script from the lighttest map tests so you have the one that will be running on the server.
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on August 25, 2013, 04:58:18 AM
There is a fire hydrant behind in a inaccessible fenced in area in the industrial (good location, might want to move the fence around it), doors of the Texico in the outskirts has issues. Doors open but the glass that is in the doors stays in the walk way. Textures overlap in the bank in the back where the tellers stay.
Title: Re: RP_Rockford Progress
Post by: OwenCobs on August 25, 2013, 06:57:08 AM
Light fixtures in mayors office stick out roof
Click to see the original size.

Title: Re: RP_Rockford Progress
Post by: Steel??s Bae on August 25, 2013, 12:19:20 PM
This looks fantastic, can't wait to see it come out.

I do like the fact that from what I've seen, the map seems to go dark at night, as opposed to the sky going black and the lighting staying as it is.
Title: Re: RP_Rockford Progress
Post by: Scary Ghost on August 26, 2013, 09:49:58 AM
Good Job Statua, So far, it is very nice looking. Can't wait to be driving around in my volvo on this map.
Title: Re: RP_Rockford Progress
Post by: Statua on August 26, 2013, 01:29:18 PM
Ty guys. I just learned that my classes are actually only from 9-4, not 8-6 like the info sheet said >.> so I might be able to finish this by the weekend.
Title: Re: RP_Rockford Progress
Post by: ???????£??Rose Nocturna??? on August 26, 2013, 05:57:58 PM
woah woah woah what?  Aaaand... Is there a way my name can be on the map, like... if I send ya 5$ this weekend when I get paid? :3
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on August 26, 2013, 06:12:49 PM
I assume if you mapped part of it, that would be possible.
Title: Re: RP_Rockford Progress
Post by: Statua on August 26, 2013, 06:33:17 PM
Credits and such will go out to whoever deserves it, usually for helping me with this project.
Title: Re: RP_Rockford Progress
Post by: rBST Cow on August 26, 2013, 08:18:26 PM
Credits and such will go out to whoever deserves it, usually for helping me with this project.


i made like 9/10ths of the map so i want credit

Jk lol. Good job stat. Perhaps make a yewtwoob vidya on it? Would be neat to see the map in a better perspective ya know.
Title: Re: RP_Rockford Progress
Post by: Statua on August 27, 2013, 09:18:50 PM
Made another compile. Alphas have been given out. Heres some pics of the day/night mod running night time.

Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: wakeboarderCWB on August 27, 2013, 09:55:22 PM
I love how the map looks at night. It's actually dark, unlike other maps. Can't wait to play it with the day/night!
Title: Re: RP_Rockford Progress
Post by: Officialjake on August 28, 2013, 03:54:08 AM
This looks amazing and I can't wait to see it with the actual lighting scheme instead of the Dev lighting.  I like how this map is unique and has a different more modern type feel to it than evocity.  Gread job as usual statua!
Title: Re: RP_Rockford Progress
Post by: Statua on September 02, 2013, 11:52:34 PM
Updated the map with the street names and the business locations
Click to see the original size.

I also decided on the business names, updated in the OP.
Title: Re: RP_Rockford Progress
Post by: Statua on September 06, 2013, 12:28:18 AM
Almost ready for a beta
Title: Re: RP_Rockford Progress
Post by: OwenCobs on September 06, 2013, 05:44:37 AM
OooooooooOOOOOOOOOOOOOooooooooooooOOOOOOOOOoOoOoOoOoOoOoOOOOHhhhHh :)

Exited :D
Title: Re: RP_Rockford Progress
Post by: Statua on September 07, 2013, 11:00:54 PM
If you look at the to-do list, I'm practically done.
Title: Re: RP_Rockford Progress
Post by: ???????£??Rose Nocturna??? on September 08, 2013, 12:47:19 PM
Share? :3
Title: Re: RP_Rockford Progress
Post by: Statua on October 13, 2013, 01:44:59 PM
Well it's 100% complete. Heres some photos from me screwing around with the daynight and lighting.

Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: wakeboarderCWB on October 13, 2013, 02:05:54 PM
I see my script is working well for you ;).

Looks great. Can't wait!
Title: Re: RP_Rockford Progress
Post by: Bish on October 13, 2013, 05:15:54 PM
When is beta pl0x.
Title: Re: RP_Rockford Progress
Post by: Statua on November 11, 2013, 02:48:54 AM
Oh. Teehee. Blackhawk gave me a good idea. Glad he did. This is sexy.

Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on November 11, 2013, 02:55:29 AM
This better get me in the credits >.>
Title: Re: RP_Rockford Progress
Post by: Statua on November 11, 2013, 03:02:28 AM
This better get me in the credits >.>
Black Hawk Towing isn't enough? :3
Title: Re: RP_Rockford Progress
Post by: Kasatka ??? on November 11, 2013, 05:42:08 AM
We are using multimillion dollar helicopters for towing now? Damn the national debt sucks...
Title: Re: RP_Rockford Progress
Post by: Teitoku Ippan on November 11, 2013, 01:18:00 PM
Oh. Teehee. Blackhawk gave me a good idea. Glad he did. This is sexy.

Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.

why is a shitty apple OS being used on the laptop model lol

other than that, looks great
Title: Re: RP_Rockford Progress
Post by: Nicknero on November 13, 2013, 09:54:06 AM
If you need any more testers or whatever else. Just let me know. ;)
Title: Re: RP_Rockford Progress
Post by: Bish on November 13, 2013, 05:08:08 PM
If you need any more testers or whatever else. Just let me know. ;)
Just skip nicknero here and go straight to me for testing..
Title: Re: RP_Rockford Progress
Post by: Keskjer on November 13, 2013, 05:53:59 PM
Testing for what? The map is already 100% complete, we are just waiting on game-mode furnishing and what not.
Title: Re: RP_Rockford Progress
Post by: Bish on November 13, 2013, 06:26:40 PM
Testing for what? The map is already 100% complete, we are just waiting on game-mode furnishing and what not.
Talking about FPS drops?  And such?
Title: Re: RP_Rockford Progress
Post by: Statua on November 13, 2013, 07:40:20 PM
Testing for what? The map is already 100% complete, we are just waiting on game-mode furnishing and what not.
Talking about FPS drops?  And such?
No idea what you're thinking about. Stevo is crushing some suggestions you guys gave us for one massive update.
Title: Re: RP_Rockford Progress
Post by: Bish on December 21, 2013, 07:55:46 PM
Hey... could you possibly add in a hanging mono rail thing... I have an idea for a possible new job in the future.
Title: Re: RP_Rockford Progress
Post by: Statua on May 16, 2014, 06:54:27 PM
Gonna be doing some more work on rockford.
Title: Re: RP_Rockford Progress
Post by: Statua on May 21, 2014, 12:57:41 PM
Here's some uncompiled pics of the new government building:
Click to see the original size.Click to see the original size.Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: Bish on May 21, 2014, 06:23:21 PM
Could you show pics of the jail?    Also.  Idea for the map if you don't have it yet.  Could you add in areas with rugged terrain that players could go off roading on?  Just areas maybe by the camp grounds or whatever that are rough and have steep hills and water.  Cars would not be able to get through, but trucks would.
Title: Re: RP_Rockford Progress
Post by: Statua on May 21, 2014, 09:07:10 PM
Outskirts are going to be redone so there will be something interesting. No I wont show pics of the jail because its nothing more then basic holding cells with a garage entrance. It's been moved to the PD.

Got a lot done today. Rebuilt the hospital. Redesigned the PD interior. Rebuilt the 7-11. And rebuilt the strip mall. I also reduced curb height in the uptown district.
Title: Re: RP_Rockford Progress
Post by: rBST Cow on May 21, 2014, 10:07:09 PM
Outskirts are going to be redone so there will be something interesting. No I wont show pics of the jail because its nothing more then basic holding cells with a garage entrance. It's been moved to the PD.

Got a lot done today. Rebuilt the hospital. Redesigned the PD interior. Rebuilt the 7-11. And rebuilt the strip mall. I also reduced curb height in the uptown district.

if the jail is basic then perhaps work on it more to make it interesting?
Title: Re: RP_Rockford Progress
Post by: Teitoku Ippan on May 21, 2014, 10:12:22 PM
Outskirts are going to be redone so there will be something interesting. No I wont show pics of the jail because its nothing more then basic holding cells with a garage entrance. It's been moved to the PD.

Got a lot done today. Rebuilt the hospital. Redesigned the PD interior. Rebuilt the 7-11. And rebuilt the strip mall. I also reduced curb height in the uptown district.

if the jail is basic then perhaps work on it more to make it interesting?

ye lets add neon lights and holograms into the jails and maybe fur pimp bedding and anime pillows for the prisoners

jails should be basic and "crappy" in a sense
Title: Re: RP_Rockford Progress
Post by: Bish on May 21, 2014, 11:13:38 PM
Outskirts are going to be redone so there will be something interesting. No I wont show pics of the jail because its nothing more then basic holding cells with a garage entrance. It's been moved to the PD.

Got a lot done today. Rebuilt the hospital. Redesigned the PD interior. Rebuilt the 7-11. And rebuilt the strip mall. I also reduced curb height in the uptown district.

if the jail is basic then perhaps work on it more to make it interesting?

ye lets add neon lights and holograms into the jails and maybe fur pimp bedding and anime pillows for the prisoners

jails should be basic and "crappy" in a sense
I think he just means like more... innovated?  idk.  I would like to see big sliding iron bar doors.  Maybe a padded room?
Title: Re: RP_Rockford Progress
Post by: Statua on May 21, 2014, 11:37:52 PM
Outskirts are going to be redone so there will be something interesting. No I wont show pics of the jail because its nothing more then basic holding cells with a garage entrance. It's been moved to the PD.

Got a lot done today. Rebuilt the hospital. Redesigned the PD interior. Rebuilt the 7-11. And rebuilt the strip mall. I also reduced curb height in the uptown district.

if the jail is basic then perhaps work on it more to make it interesting?

ye lets add neon lights and holograms into the jails and maybe fur pimp bedding and anime pillows for the prisoners

jails should be basic and "crappy" in a sense
I think he just means like more... innovated?  idk.  I would like to see big sliding iron bar doors.  Maybe a padded room?
Ok.... I went to a holding cell with EMS for an OD. It's LITERALLY a large room, with cells. Attached to a garage so cops can safely escort people from the car to the cell. No fancy maximum security prison. No guard towers. No spotlights. No giant sliding bars. No padded rooms. Just individual holding cells. I made exactly that.
Title: Re: RP_Rockford Progress
Post by: rBST Cow on May 22, 2014, 01:10:01 AM
Outskirts are going to be redone so there will be something interesting. No I wont show pics of the jail because its nothing more then basic holding cells with a garage entrance. It's been moved to the PD.

Got a lot done today. Rebuilt the hospital. Redesigned the PD interior. Rebuilt the 7-11. And rebuilt the strip mall. I also reduced curb height in the uptown district.

if the jail is basic then perhaps work on it more to make it interesting?

ye lets add neon lights and holograms into the jails and maybe fur pimp bedding and anime pillows for the prisoners

jails should be basic and "crappy" in a sense
I think he just means like more... innovated?  idk.  I would like to see big sliding iron bar doors.  Maybe a padded room?
Ok.... I went to a holding cell with EMS for an OD. It's LITERALLY a large room, with cells. Attached to a garage so cops can safely escort people from the car to the cell. No fancy maximum security prison. No guard towers. No spotlights. No giant sliding bars. No padded rooms. Just individual holding cells. I made exactly that.

I'm not saying like make it look like a rave, all I'm saying is that spicing it up would be better than basic. Use cool textures or something, doesn't have to be some big thing
Title: Re: RP_Rockford Progress
Post by: Statua on May 22, 2014, 01:29:37 AM
You guys are ridiculous. Here's a picture I suppose. Nothing much to see. And don't bitch about it being bland. Everything is bland in hammer view.

Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: billybob41 on May 22, 2014, 03:34:07 AM
looks like a jail to me! good work
Title: Re: RP_Rockford Progress
Post by: Bish on May 22, 2014, 05:09:44 PM
Is this based off a small town, or a city?  Not saying to change it.  But the police station here where I live in St.Louis has bars all around.   Its an old holding cell I suppose.   
Title: Re: RP_Rockford Progress
Post by: Statua on May 22, 2014, 07:28:08 PM
Idk. I'm not gonna worry about it either. It's not as important as you seem to think it is.
Title: Re: RP_Rockford Progress
Post by: Bish on May 22, 2014, 08:00:58 PM
Idk. I'm not gonna worry about it either. It's not as important as you seem to think it is.
I know.  It's just the little things that make the map that much better.
Title: Re: RP_Rockford Progress
Post by: Constable Strelnikov on May 22, 2014, 10:17:27 PM
This is not in St. Louis. It's in a metroplex in Oregon.
Title: Re: RP_Rockford Progress
Post by: Bish on May 22, 2014, 11:02:05 PM
This is not in St. Louis. It's in a metroplex in Oregon.
  That contradiction though.  It may be.  But it is just an idea.  So could you lay off?  It's in the US.   Does not mean all police stations are different.  a lot may share the same floor plans or Specs.
Title: Re: RP_Rockford Progress
Post by: rBST Cow on May 23, 2014, 12:41:30 AM
Idk. I'm not gonna worry about it either. It's not as important as you seem to think it is.
It's just the little things that make the map that much better.

this is very true

the little things count


not saying to do what bish is suggesting but the little things do indeed count
Title: Re: RP_Rockford Progress
Post by: Bish on May 23, 2014, 02:26:39 AM
Idk. I'm not gonna worry about it either. It's not as important as you seem to think it is.
It's just the little things that make the map that much better.

this is very true

the little things count


not saying to do what bish is suggesting but the little things do indeed count
  Click to see the original size.  This is what I mean btw.  If you did not see.  :P 
Title: Re: RP_Rockford Progress
Post by: Statua on May 29, 2014, 04:14:52 PM
One more thing to go on the to-do. The new outskirts are sexy. Gonna punch a compile right now.
Title: Re: RP_Rockford Progress
Post by: Statua on June 04, 2014, 04:33:07 PM
Finished everything. Working out some lighting bugs right now with the outskirts but here's some new stuff:
Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.
Title: Re: RP_Rockford Progress
Post by: Sambolinski on June 04, 2014, 05:22:00 PM
Finished everything. Working out some lighting bugs right now with the outskirts but here's some new stuff:
Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.Click to see the original size.

It looks great, can't wait to see it ingame.
Title: Re: RP_Rockford Progress
Post by: Banana Fone on June 13, 2014, 06:39:34 AM
Playing CGRP and I found this
(http://cloud-4.steampowered.com/ugc/3296947442955353212/5BB06B865365920564AE9D36185A89514B6D1F87/)
Title: Re: RP_Rockford Progress
Post by: OwenCobs on June 15, 2014, 05:47:42 AM
If we are adding defects heres my list.

(http://i.imgur.com/olZsUZz.png)

(http://i.imgur.com/lyaFfL6.jpg)

(http://i.imgur.com/xR2XDmc.jpg)

(http://i.imgur.com/cdxGVZd.jpg)

(http://i.imgur.com/9FZ15N3.png)

(http://i.imgur.com/3gLpfiI.jpg)

(http://puu.sh/9tOVh/60c7ede3d5.png)
Title: Re: RP_Rockford Progress
Post by: Statua on June 15, 2014, 11:36:02 AM
A lot of that stuff is outdated now. Also images are too big for my phone so I'll look at them later. But thanks.
Title: Re: RP_Rockford Progress
Post by: Statua on June 23, 2014, 07:31:19 PM
Today is a sad day. I am unable to resolve this lighting issue. Rockford is simply too complex with old unoptimized brushwork from 2011 to compile properly. I have 2 choices. Release it with this shit lighting issue, or rebuild it from scratch. I'm going to try to rebuild it. If it is not ready by the time CGRP is complete, we will use what I have now until the new version is ready. RIP Rockford.
Title: Re: RP_Rockford Progress
Post by: OwenCobs on June 24, 2014, 05:40:52 AM
Oshit thats bad... I think I can speak for us all when I say that we really appreciate all the work you have put into this problemchild of a map :) It's looking to be great and would be such a shame to not release with. Im sure a bit of bad lighting for a while wont phase too many
Title: Re: RP_Rockford Progress
Post by: Teitoku Ippan on June 24, 2014, 05:43:17 AM
would it not be possible to use the map as a reference model to rebuild it in much quicker time?
Title: Re: RP_Rockford Progress
Post by: Statua on June 24, 2014, 02:54:42 PM
would it not be possible to use the map as a reference model to rebuild it in much quicker time?
I'll be taking small bits and pieces out to use again like the government building, club catalyst, etc. I'll be saving the new outskirts. However as for the central main city part of the map, I need to redesign it for optimization. Going to have to make it less evocity style and more city45 or city8 or city18 etc style where areas are tight and only small bits get rendered.
Title: Re: RP_Rockford Progress
Post by: Statua on June 24, 2014, 07:42:36 PM
So I'm going to try to keep the residential and commercial districts and just rebuild downtown and industrial (as that's where all the old buildings are) and go from there.
Title: Re: RP_Rockford Progress
Post by: Statua on June 24, 2014, 09:27:36 PM
Heres the new layout I came up with:

(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/gps2-2.png)
Title: Re: RP_Rockford Progress
Post by: Statua on June 25, 2014, 12:13:28 PM
I don't know what I did or how this happened, but the lighting seems to be fixed now..... Almost. Static props aren't casting shadows but they are being lit properly finally... I'll probably still make the second layout in a subsequent update just because it will boost FPS for a lot of people.
Title: Re: RP_Rockford Progress
Post by: Statua on June 25, 2014, 02:16:12 PM
As promised, here are the outskirts. I changed the lighting again for HDR. Gonna tone it down a little bit more and decrease the ambient lighting too to give darker more defined shadows.

(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00004.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00005.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00010.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00006.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00009.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00007.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00008.jpg)

I also decided to take some in-town pictures that I thought looked nice with this new HDR lighting:

(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00011.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00012.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00013.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00014.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00015.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00016.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00017.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00018.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00019.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00020.jpg)
Title: Re: RP_Rockford Progress
Post by: Nicknero on June 26, 2014, 12:10:36 AM
So much yes.
Shut up and take all my yes!

<::[[ Sent from my Samsung Galaxy S2 using Tapatalk 2 ]]::>
Title: Re: RP_Rockford Progress
Post by: OwenCobs on June 26, 2014, 06:11:44 AM
You amazing son of a bitch! :))))
Title: Re: RP_Rockford Progress
Post by: rBST Cow on June 26, 2014, 06:36:26 AM
As promised, here are the outskirts. I changed the lighting again for HDR. Gonna tone it down a little bit more and decrease the ambient lighting too to give darker more defined shadows.

(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00004.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00005.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00010.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00006.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00009.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00007.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00008.jpg)

I also decided to take some in-town pictures that I thought looked nice with this new HDR lighting:

(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00011.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00012.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00013.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00014.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00015.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00016.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00017.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00018.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00019.jpg)(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/beta2/2014-06-25_00020.jpg)


Looks great but please don't make it to dark. Nothing is worse than playing on a dark map even when you put your brightness to 100%, impossible to see.

Heres the new layout I came up with:

(https://dl.dropboxusercontent.com/u/52871438/Photos/rockford/gps2-2.png)

Looks pretty good. I'd say try to keep it at centralized as possible. I remember on evocity that if you weren't growing weed or raiding houses, you were dicking around by the gas station and bank. It kept the playerbase nice and tight and didn't have everyone all over the place, which would suck(heuheuheu ineu pass).
Title: Re: RP_Rockford Progress
Post by: OwenCobs on June 26, 2014, 06:52:00 AM
Cow actually has a good point there, but i suppose if the gas station is being put where the old bank was then that leaves the gm and gas station as a potential gathering point
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