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Vitrified Mod Beta Release!

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smash wrote:
very long post

I think that it's very impressive to deliver this after only six months with no experience on a course. After 6 months of hammer experience my maps didn't look better either. It takes a lot of time to get experienced with hammer and I think that what you've done is very impressive!

Of course there is criticism, there always will be. Even the best maps here don't have a 5.00/5 rating and still receive criticism. This is always the case in game design, if you think of a lot of games there is always at least some negative feedback, to grab a couple of recent AAA games;
* Mass Effect 3: end sucks
* COD:MW3: almost the same as COD:MW2
and I could continue this list for quite some time.

Finally to put this criticism into perspective: this is mostly a mapping community, containing a lot of experienced mappers who spot errors a lot faster then "the average portal 2 player" whoever that may be. I think others on this website have pointed out the bigger mistakes in this project and if you and (part of) your team want to keep improving it so these things are taken care of that would be very cool.

On the soundscapes part: https://developer.valvesoftware.com/wiki/Soundscripts is very helpful. Hopefully you still have some old ones laying around. If you add them to the correct folders inside the mod folder provided by grox they should work!

briandoyle81 wrote:
As for the dialog being difficult to hear, if anyone can point me in the right direction on how to properly implement it, I'd be eternally grateful. That took up a large part of my efforts and nothing I did seemed to help. Soundscripts seem to be ignored for custom sounds, regardless of if they're in the vpk or in the folder. I suspect that although it uses choreographed scenes, the audio isn't being played in the voice channel. Even the sound built into the doors, etc. seems to suppress it.

One fix I found was putting the sounds in the comments folder (sound/commentary/) makes everything quiet down when played. I think a similar effect occurs if put into the voiceactor folder (sound/vo/) but that one I haven't tested. if it's a scene the second might be a better bet, but if that fails try the first because I know that works.

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smash wrote:
Groxkiller - we planned to add an ending for the Hobo-Hero, but it had to be trimmed down due to time, sadly. Our character model artist (MJ Parker, aka Taralqua) also worked quite hard to give this mod its own unique character model, but in the end we just did not know how to implement the model despite seeking advice. I am not sure if that can even be done, though I think it would have helped "sell" our mod a bit more.

There is a console command called "setmodel" which will change the player model to the modelpath provided (it uses models/player/ as a root directory). (for example, setmodel ballbot/ballbot.mdl will make the player Atlas. In your case you merely place the Hobo-Hero model in that directory and in every map using a logic_auto:

OnMapSpawn -> a_point_client_command -> Command -> setmodel hobohero/hobohero.mdl -> delay 0.10

Where the model is located at models/player/hobohero/hobohero.mdl.
(needs a delay for everything to settle first)

You'll also need to call this command every time the player respawns, but that's how you swap the model. The other (easier) option is merely to name it like Chell's model and add it to the VPK as that should override it properly. Please note, in both cases the model needs to use Chell's bone structure or at least have all same-named animations and bones.

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Groxkiller585 wrote:
Please note, in both cases the model needs to use Chell's bone structure or at least have all same-named animations and bones.

This is currently where I am in the process. I apologize for not having it ready for you guys to play with, this is my first full character model and I'm learning everything as I go. :(

Thank you all for playing our little campaign, your critique is valuable to our learning process as fellow team lead smash has indicated. I know the artists I managed during this project had a great time detailing their areas, even though all of them were frustrated frequently by learning hammer, they managed to stick with it to produce work which contributed to the project.

taralqua wrote:
Groxkiller585 wrote:
Please note, in both cases the model needs to use Chell's bone structure or at least have all same-named animations and bones.

This is currently where I am in the process. I apologize for not having it ready for you guys to play with, this is my first full character model and I'm learning everything as I go. :(

Thank you all for playing our little campaign, your critique is valuable to our learning process as fellow team lead smash has indicated. I know the artists I managed during this project had a great time detailing their areas, even though all of them were frustrated frequently by learning hammer, they managed to stick with it to produce work which contributed to the project.

If you can model at all your above my skill level. :P

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Well after skimming other peoples posts, my opinion has already been voiced... but I'll say it anyways

I havent finished it yet, and I probably wont today. first off I'd like to say this is quite an impressive feat for the short time put into it, especially with newbies making the maps. I really wish I could get such dedication out of my own team, but they dont need to finish a mod to pass a class :D

as I played I was constantly bombarded with misaligned textures, misplaced textures (new aperture textures)... a lot of things were dark, and puzzles weren't really puzzles at all, and most of all of them could be bypassed. I encountered a lot of non-solid props, and stuff like that.
it felt like a lot of these maps were made by people who didn't understand all the basics, and just jumped in... like a lot of new mappers do... which isn't bad, but those maps generally shouldn't be compiled into a mod



Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

i'm sure there maybe some other issues with using a completely custom model but this thread covers the problems with changing the model from bendy to chell, or eggbot, or ballbot. hopefully it can help you too
http://forums.thinking.withportals.com/mapping-help/change-player-model-t6716.html

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