GoldenEye: Source Forums

Editing and Customization => Community Content => Topic started by: Boris_Crack on January 27, 2012, 12:10:06 am

Title: Ge_MI6_HQ
Post by: Boris_Crack on January 27, 2012, 12:10:06 am
So, I didn't wanna make an update until I had all my textures done but, fuck it. I wanna do this so you guys can take me more seriously. So, my plan is to make a small multiplayer map based on the MI6 Headquarter we see in the late Brosnan's movies. Only the floor and walls have been made so far. It contains M's office from Die Another Day, Moneypenny's office(and several other offices like it) from TWINE, Q Division(Q Lab) and the Situation Room from Goldeneye and these rooms are all connected using hallways like the ones we see in DAD. So far, only the hallways, M's office and moneypenny's office has been textured. Most of the textures have been made by me. Also the skybox is just temporary(the final level is gonna be at night). There is still A LOT of work to do and this is just my first update on it.

Most important : BE COOL, this is my first map ever, and my first big 3D work too(never really used a 3D program before).

Also, I'm having texture glitch in three places on my floor.

Here are the screenshots

Title: Re: Ge_MI6_HQ
Post by: The Cy on January 27, 2012, 12:24:25 am
MI6 headquarter again? Sam Colt is also working on a map like this. I´d like to see two versions of this setting. your map looks promising, keep it up. and don´t forget to include cubemaps in every room (https://developer.valvesoftware.com/wiki/Cubemaps (https://developer.valvesoftware.com/wiki/Cubemaps)), areaportals (https://developer.valvesoftware.com/wiki/Areaportal (https://developer.valvesoftware.com/wiki/Areaportal)) and stuff like that. maybe a ceiling, too. ;P
and there are many 1024x1024 textures in goldeneye you can use for the walls and the floors later.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 27, 2012, 12:43:48 am
MI6 headquarter again? Sam Colt is also working on a map like this. I´d like to see two versions of this setting. your map looks promising, keep it up. and don´t forget to include cubemaps in every room (https://developer.valvesoftware.com/wiki/Cubemaps (https://developer.valvesoftware.com/wiki/Cubemaps)), areaportals (https://developer.valvesoftware.com/wiki/Areaportal (https://developer.valvesoftware.com/wiki/Areaportal)) and stuff like that. maybe a ceiling, too. ;P
and there are many 1024x1024 textures in goldeneye you can use for the walls and the floors later.
Thank you. Let me make this clear, my map is a close replica of the MI6 we see in brosnan's movies(with improvisations on the parts not seen in the movies) and Sam Colt's MI6 is based on the TWINE game level. As for the ceiling, like I said above, this is the early development of the map, I'm gonna do the ceiling when every rooms are finished. Thank you very much for the post though.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 27, 2012, 03:38:19 am
Well if nobody is interested I might just keep it for myself and leave you guys alone.
Title: Re: Ge_MI6_HQ
Post by: Proxie on January 27, 2012, 07:52:16 am

Don't expect a large numbers of replies within a short time period, most frequent members are probably sleeping right now anyway (1:50 AM Proxie time)  That being said, I can't really judge the map as it is now, keep working on it and providing updates every now and then.
Title: Re: Ge_MI6_HQ
Post by: kraid on January 27, 2012, 09:30:38 am
I wouldn't say that there's no interrest, it's just a bit early to say anything that is not subject to be changed.
If you'd provide a screenshot of the entire map layout we would be able to give suggestions about that.
Anything else is much to early to give feedback about.
Title: Re: Ge_MI6_HQ
Post by: terps4life90 on January 27, 2012, 09:35:23 am
I also agree with Kraid.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 27, 2012, 11:39:00 pm
Sorry guys if I'm acting childish. It's just that this is my first map and I think it looks REALLY good so far, so, I was expecting a little too much from you guys. Sorry again.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 28, 2012, 10:50:11 pm
Quick video update.

http://www.youtube.com/watch?v=dKSoyu_DQgE&feature=youtu.be
Title: Re: Ge_MI6_HQ
Post by: The Cy on January 28, 2012, 11:50:41 pm
Quick video update.

http://www.youtube.com/watch?v=dKSoyu_DQgE&feature=youtu.be (http://www.youtube.com/watch?v=dKSoyu_DQgE&feature=youtu.be)


so far so good; scaling looks ok to me. try to finish the layout, seal up some open shapes and add a ceiling soon. and then you can think about the funny stuff: cubemaps, light models with lights, areaportals, playerclips, early textures work, maybe some architectonic varieties that entertain the golden eyes of the players. and of course decals. without decals, life would be totally useless
Title: Re: Ge_MI6_HQ
Post by: Emilia on January 29, 2012, 04:13:03 am
It's looking pretty good. I'm just afraid that when you put the roof on, it is going to be a bit claustrophobic.
Title: Re: Ge_MI6_HQ
Post by: Sam Colt on January 29, 2012, 04:41:33 am
Looks cool, but what are you basing it off of blue print wise?
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 29, 2012, 02:53:42 pm
so far so good; scaling looks ok to me. try to finish the layout, seal up some open shapes and add a ceiling soon. and then you can think about the funny stuff: cubemaps, light models with lights, areaportals, playerclips, early textures work, maybe some architectonic varieties that entertain the golden eyes of the players. and of course decals. without decals, life would be totally useless
Thank you really much. Yeah I had to rescale the map in the early development wich was a pain in the ass. The rooms are gonna be finished of course, it's just that I was lazy lately. I've allready put cubemaps all over my map(in front of the windows and glass doors). As for entertaining the golden eyes, since the begining my plan is to recreate the place as we see it in the movie, including desks, lamps, tv screen in M's office wall, lost of props in Q Division(attractive to the eye and people can hide behind them, also if I can get a free Aston Martin model for 3ds), lights and picture frames like in Die Another Day. Anyway, thank you really much!
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 29, 2012, 02:54:58 pm
It's looking pretty good. I'm just afraid that when you put the roof on, it is going to be a bit claustrophobic.
It might be, yes. But I'll do my best to make it look good. Thank you.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 29, 2012, 02:59:39 pm
Looks cool, but what are you basing it off of blue print wise?
No lol. Just basing myself off the movie scenes. I'm just improvising on the parts not shown in the movies. And also I'm a perfectionnist wich helps a lot in this case. Thank you really much.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 29, 2012, 03:02:06 pm
By the way, does anybody has any idea on what could be causing these floor glitches I'm having ? From 1:19 in my video update. Thank you.
Title: Re: Ge_MI6_HQ
Post by: Luchador on January 29, 2012, 03:51:54 pm
Quote
By the way, does anybody has any idea on what could be causing these floor glitches I'm having ? From 1:19 in my video update.


I suspect it's because you have all those wall panels meeting the floor. The compiler wants to optimize the geometry but can't handle so many intersections against the floor brush. Rather than make all those panels out of brushes I'd make a wall texture with the recesses put into the normal map. It would be far more efficient in terms of performance and solve the floor glitch, too.


Quote
It's looking pretty good. I'm just afraid that when you put the roof on, it is going to be a bit claustrophobic.

If the ceilings are too low raising them would be really easy since this map is on one floor. Just select all the geometry, go into vertex mode, select the top half of the vertices and raise them.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 29, 2012, 04:58:43 pm

I suspect it's because you have all those wall panels meeting the floor. The compiler wants to optimize the geometry but can't handle so many intersections against the floor brush. Rather than make all those panels out of brushes I'd make a wall texture with the recesses put into the normal map. It would be far more efficient in terms of performance and solve the floor glitch, too.
Thank you for the response. I func_detail'ed all of them and most of the floor glitches are gone. For the rest, I'm gonna nodraw the back of the panels and see how that works. As for the performance, my map runs quite well. The reason it's laggy in the video is because I was recording and playing at the same time and my computer isn't that strong.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 29, 2012, 07:03:19 pm
The nodraw thing made it worse.. Do you think that pushing the panels one unit further into the floor would do it? Because I really wanna keep the panels.
Title: Re: Ge_MI6_HQ
Post by: The Cy on January 29, 2012, 08:31:51 pm
you shouldn´t transform all of the walls to func_details, because some of them seal off the world outside. use func_details only for the interior world. otherwise you cause leaks, wrong lightning and a bad performance. I recommend using the "load pointfile" and "check for problems" options in the hammer editor. and very important: don´t overlap your brushes.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 29, 2012, 10:54:54 pm
you shouldn´t transform all of the walls to func_details, because some of them seal off the world outside. use func_details only for the interior world. otherwise you cause leaks, wrong lightning and a bad performance. I recommend using the "load pointfile" and "check for problems" options in the hammer editor. and very important: don´t overlap your brushes.
Yeah I used func_detail for the panels only. I'm gonna try the options you just told me.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 30, 2012, 01:41:33 am
Hey Luchador, you were right. I simply trimmed the panels one unit from the floor level. It still looks as good and we can't really see the difference. Thank you really much!
Title: Re: Ge_MI6_HQ
Post by: terps4life90 on January 30, 2012, 08:12:07 pm
Hey klb2000000 , welcome to the forums :D.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on January 30, 2012, 08:50:48 pm
Hey klb2000000 , welcome to the forums :D.
Thank you !
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 01, 2012, 02:31:51 am
looking good- id like to see you add more detail :) also i think it would be cool to have a helicoptor pad outside of a window...its an idea
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 01, 2012, 04:46:41 am
looking good- id like to see you add more detail :) also i think it would be cool to have a helicoptor pad outside of a window...its an idea
Thank you really much. I will put pictures of London outside the window. At first I thought I could make a way to go outside the building and see the MI6 Headquarter in London but that would be way too big and kinda useless. And since I'm a beginner I can't do huge things like that for now. Oh, and I wanted to put make a lower floor, stairscases and elevators to access it but I just couldn't make my mind on how to arrange the lower floor so I dropped the idea. But I might add some more hallways so the maps is a little bigger and not just a straight corridor with rooms. I'm not sure yet. But thanks anyway.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 01, 2012, 11:13:35 am
The one thing i would love to see is alot of continuity refrences in the map especially in areas like for example:

M's Office could have images of Robert Brown, Berneard Lee and Judi Dench's M on the background- a secret door in the map

Moneypenny's Office could have a pen like in TWINE (the grenade pen from Goldeneye), a hat stand or a photo of Bond on her desk

Q's Lab could have lots of refrences like some gadgets (the moonraker camera that was in the silo map, the golden gun and maybe OddJob's hat), have a couple of Wanted Signs with Treveylan, Ourumov or Jaws on it

the possibilitys are endless....

maybe try adding some windows and i was thinking you could use this image as a background behind the window giving it depth and making it look really visual:

http://www.anforme.co.uk/blog/wp-content/uploads/2010/11/iStock_000004281929Medium.jpg
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 01, 2012, 01:52:20 pm
The one thing i would love to see is alot of continuity refrences in the map especially in areas like for example:

M's Office could have images of Robert Brown, Berneard Lee and Judi Dench's M on the background- a secret door in the map

Moneypenny's Office could have a pen like in TWINE (the grenade pen from Goldeneye), a hat stand or a photo of Bond on her desk

Q's Lab could have lots of refrences like some gadgets (the moonraker camera that was in the silo map, the golden gun and maybe OddJob's hat), have a couple of Wanted Signs with Treveylan, Ourumov or Jaws on it

the possibilitys are endless....

maybe try adding some windows and i was thinking you could use this image as a background behind the window giving it depth and making it look really visual:

http://www.anforme.co.uk/blog/wp-content/uploads/2010/11/iStock_000004281929Medium.jpg
Oh yeah, don't worry about that. Q Lab is gonna be filled with gadgets. For M's office, I was planning on placing the tv screen in the wall with Orumov's picture on it like in the movie. And I might use some of those ideas you just wrote. But first I gotta learn how to use 3Ds Max.. Thank you for the image it's really good and it fits pretty well since I wanted the outside to be night time.
Title: Re: Ge_MI6_HQ
Post by: Sam Colt on February 01, 2012, 01:54:16 pm
If you're going to use windows, as Rick suggested, you might  want to consider using a 3D skybox and the City 17 skybox prop instead of images. Those images will look really flat on their own. Unless of course you want to build a couple blocks of London around MI6.

Also, I learned that Frexx had already made an MI6 map, but it was lost. There is a video though, maybe it will provide you with some inspiration. http://www.youtube.com/watch?v=pYzprR6MjS4 (http://www.youtube.com/watch?v=pYzprR6MjS4)
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 01, 2012, 03:41:22 pm
If you're going to use windows, as Rick suggested, you might  want to consider using a 3D skybox and the City 17 skybox prop instead of images. Those images will look really flat on their own. Unless of course you want to build a couple blocks of London around MI6.

Also, I learned that Frexx had already made an MI6 map, but it was lost. There is a video though, maybe it will provide you with some inspiration. http://www.youtube.com/watch?v=pYzprR6MjS4 (http://www.youtube.com/watch?v=pYzprR6MjS4)
Allright, thank you for the suggestion. I will check out these skyboxes when I start doing the lightning.

As for Frexx map, I allready knew it. I even contacted him on youtube for help and stuff. Really nice guy.

Anyway thank you really much.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 03, 2012, 10:05:57 am
http://www.youtube.com/watch?v=ymQ-v4w7PE0&feature=related (http://www.youtube.com/watch?v=ymQ-v4w7PE0&feature=related) this is a track you could play to capture the feel while testing...
 
if there is any sound files you need i can try to find them
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 03, 2012, 02:13:06 pm
http://www.youtube.com/watch?v=ymQ-v4w7PE0&feature=related (http://www.youtube.com/watch?v=ymQ-v4w7PE0&feature=related) this is a track you could play to capture the feel while testing...
 
if there is any sound files you need i can try to find them
Wow, thank you! That's a really good find. And it does fit the mood. Thank you for your offer but I can't really think of a sound file for the moment. But your help is really welcome.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 03, 2012, 10:36:03 pm
Quick glance at the first lights. Additional roof and wall lights are gonna be added.
Title: Re: Ge_MI6_HQ
Post by: The Cy on February 03, 2012, 11:27:35 pm
looks good. now fill the rooms with life. I wanna see your passion
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 03, 2012, 11:53:18 pm
looks good. now fill the rooms with life. I wanna see your passion
Oh believe me I would like to, but, first I have to download 3Ds Max and learn how to use it. I don't like the props that comes with hammer. And thank you so much for supporting me.
Title: Re: Ge_MI6_HQ
Post by: terps4life90 on February 04, 2012, 08:22:31 am
I like this, reminds me of the die another day office scene. Looks good :D . http://www.youtube.com/watch?v=TpxmbsrIosg
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 04, 2012, 09:06:45 am
I like this, reminds me of the die another day office scene. Looks good :D . http://www.youtube.com/watch?v=TpxmbsrIosg
Yeah that's what it's supposed to look like lol. I used the scene from Die Another Day as a reference. Anyway thank you.
Title: Re: Ge_MI6_HQ
Post by: The Cy on February 05, 2012, 01:06:21 pm
Oh believe me I would like to, but, first I have to download 3Ds Max and learn how to use it. I don't like the props that comes with hammer. And thank you so much for supporting me.

you want to learn modeling and then create own models for your map? thats ok (maybe necessary someday) but it would be veeeeery time-consuming for your first ges map. have you seen the goldeneye props or only the half life props? you' re a lucky guy: there are great models which you can use, especially for your office-based map. desks, trashcans, monitors with different screens, books, chairs. and for Q´s laboratory you can invent gadgets based on normal props, a pen for example, with a sign: "Explosive Pen - Don´t touch it or you go straight to hell" or the golden gun lying around: "Golden Gun, former owner: Francisco Scaramanga, from the Khao Phing Kan islands in the the Phang Nga Bay, Thailand". Or Baron Samedi's hat. Oddjob's hat. "The golden PP7, former owner: Auric Goldfinger." but there has to be more: black cables lying around. food from the scientists. or Q's food accompanied by a sign: "That's MY Launch, 007!". or a car burning (car model + env_fire). big computer stations, barrels which could explode. a gas leak somewhere. a room with many possibilities
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 05, 2012, 01:18:07 pm
Cy is right there are many great models to choose from
If you want some extra props try here:
http://www.garrysmod.org/downloads/

imagine the lotus from the spy who loved me in the Q Lab:
http://www.garrysmod.org/downloads/?a=view&id=71690

or this http://www.garrysmod.org/downloads/?a=view&id=127590
 :P
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 05, 2012, 08:46:48 pm
you want to learn modeling and then create own models for your map? thats ok (maybe necessary someday) but it would be veeeeery time-consuming for your first ges map. have you seen the goldeneye props or only the half life props? you' re a lucky guy: there are great models which you can use, especially for your office-based map. desks, trashcans, monitors with different screens, books, chairs. and for Q´s laboratory you can invent gadgets based on normal props, a pen for example, with a sign: "Explosive Pen - Don´t touch it or you go straight to hell" or the golden gun lying around: "Golden Gun, former owner: Francisco Scaramanga, from the Khao Phing Kan islands in the the Phang Nga Bay, Thailand". Or Baron Samedi's hat. Oddjob's hat. "The golden PP7, former owner: Auric Goldfinger." but there has to be more: black cables lying around. food from the scientists. or Q's food accompanied by a sign: "That's MY Launch, 007!". or a car burning (car model + env_fire). big computer stations, barrels which could explode. a gas leak somewhere. a room with many possibilities
Yeah you're right. If I don't want this map to take all eternity to create I should use the props within the game. Thanks.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 05, 2012, 09:01:19 pm
Cy is right there are many great models to choose from
If you want some extra props try here:
http://www.garrysmod.org/downloads/

imagine the lotus from the spy who loved me in the Q Lab:
http://www.garrysmod.org/downloads/?a=view&id=71690

or this http://www.garrysmod.org/downloads/?a=view&id=127590
 :P

Cy is right there are many great models to choose from
If you want some extra props try here:
http://www.garrysmod.org/downloads/

imagine the lotus from the spy who loved me in the Q Lab:
http://www.garrysmod.org/downloads/?a=view&id=71690

or this http://www.garrysmod.org/downloads/?a=view&id=127590
 :P

Thank you really much! As for the car, I wanna put an Aston Martin. But I might put the Lotus too if I have enough space.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 05, 2012, 09:21:58 pm
http://www.garrysmod.org/downloads/?a=view&id=127659

here his an Aston Martin DBS- its the only one i could find
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 05, 2012, 10:19:49 pm
http://www.garrysmod.org/downloads/?a=view&id=127659

here his an Aston Martin DBS- its the only one i could find
Yeah I saw it too. I wanted to find an older, and more good looking, model(DB9, Vanquish, DB7 Zagato, DB4) but still it's an Aston Martin so I'll take it lol. Thank you really much though, I really appreciate your help!
Title: Re: Ge_MI6_HQ
Post by: Jonathon [SSL] on February 05, 2012, 10:39:09 pm
Just throwing it out there, most people probably won't be happy with you just stealing their models and putting them in your map. At least give them credit somehow inside the map file.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 05, 2012, 10:48:45 pm
Just throwing it out there, most people probably won't be happy with you just stealing their models and putting them in your map. At least give them credit somehow inside the map file.

thats a very good point- maybe you make a special plague that has all the names of the props/help that you have recieved from- like what Cy did for Funhouse with the development team
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 05, 2012, 10:50:28 pm
Just throwing it out there, most people probably won't be happy with you just stealing their models and putting them in your map. At least give them credit somehow inside the map file.
Can't use 'em anyway. I don't own Gmod and I'm not interested in buying it. Just found out I needed it to download them.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 06, 2012, 02:18:37 pm
ah well i suppose its for the best...
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 06, 2012, 03:18:59 pm
ah well i suppose its for the best...
Don't worry, I'll search for free 3Ds Max models(wich there is gonna be plenty of) and I'll convert them to Hammer. And in case Jonathan thinks I'm a douchebag that doesn't give credit to the people, well he's fucking wrong. I know what it is to get your work claimed as somebody else's work.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 06, 2012, 09:54:23 pm
Don't worry, I'll search for free 3Ds Max models(wich there is gonna be plenty of) and I'll convert them to Hammer. And in case Jonathan thinks I'm a douchebag that doesn't give credit to the people, well he's fucking wrong. I know what it is to get your work claimed as somebody else's work.

i dont think he thinks that you are a douchebag...i guess he just wants to be straight about using items from other sources...so dont worry :-) im sure he didnt mean to judge

anyway onto a more positive note- i could imagine items from previous Bond movies in the Q Lab:
OddJob's Hat-Goldfinger
Poker Chips- Casino Royale
Goldeneye key- ummm Goldeneye
Barons Hat- Live and Let Die
Sniper Riffle- The Living Daylights
Golden Gun- Man with the golden gun
Laser- Moonraker Laser
Watch- Die Another Day
and well idk its up to you...i cant think of any other items that could be used.

but lets focus on shaping the map.. :D
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 07, 2012, 12:26:25 am
Additional ceiling lights. Only the wall lights are missing now.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 07, 2012, 12:39:28 am
looks good
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 07, 2012, 12:41:12 am
looks good
Thank you really much.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 20, 2012, 12:56:52 am
Hey guys, don't worry I'm still working on my awesome map. I'm still finishing making the roofs and putting the ceiling textures. You should expect a video update pretty soon. I'm just having a little less time to work on it, but it's fine.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 20, 2012, 01:01:34 am
ah good good :D how big is the map exactly?
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 20, 2012, 01:52:16 am
ah good good :D how big is the map exactly?
Well, it is the same size as it is shown in the first video update. But I'm planning on adding another floor when I get enough experience with Hammer. But the first released version will feature only one floor
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 22, 2012, 10:13:44 pm
Second video update:

http://www.youtube.com/watch?v=lYcxLmDCLPM&feature=youtu.be

Read video description for details..
Title: Re: Ge_MI6_HQ
Post by: Emilia on February 22, 2012, 10:24:09 pm
I really like how this is coming along
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 22, 2012, 10:40:49 pm
I really like how this is coming along
Thank you really much! I appreciate.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on February 23, 2012, 10:37:36 am
i watched the video and it looks really good- its huge and i like the design
cant wait to see when you add props and stuff :D

keep up the good work
Title: Re: Ge_MI6_HQ
Post by: liamcadhain on February 23, 2012, 11:03:10 am
The map's looking pretty good so far, keep up the good work Boris!
Title: Re: Ge_MI6_HQ
Post by: The Cy on February 23, 2012, 11:47:56 am
good job!
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 23, 2012, 01:32:58 pm
i watched the video and it looks really good- its huge and i like the design
cant wait to see when you add props and stuff :D

keep up the good work
Thank you really much dude! I really appreciate your interest for my map.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 23, 2012, 01:34:26 pm
The map's looking pretty good so far, keep up the good work Boris!
Thanks man. Don't worry I will :)
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on February 23, 2012, 01:34:42 pm
good job!
Thank you!
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on March 13, 2012, 01:20:15 pm
Topic is closed. I stopped working on the map. The moderators's complete lack of interest is one of the main reason. I think they should encourage more the community but.. Watcha gonna do? Goodbye guys.
Title: Re: Ge_MI6_HQ
Post by: The Cy on March 13, 2012, 02:30:55 pm
what the hell? don´t give up! what do you want the moderator to say? you really can´t expect us to heap praise on you every time you changed the position of a lamp. your map´s still in early stadium, so we don´t know much about it, except you´re on a very good way. so keep it up and you´ll see that we will test the shit out of it and give you a feedback. don´t you wanna see people playing it?
Title: Re: Ge_MI6_HQ
Post by: Sam Colt on March 13, 2012, 05:39:35 pm
Aww don't quit. If you want add me on steam (Sam Colt [1138] / jcweiss87) and I can give some direct feed back.

Also, Cy is spot on. Looking for validation at every step is silly and wrong headed.
Title: Re: Ge_MI6_HQ
Post by: namajnaG on March 13, 2012, 06:28:35 pm
That would be a bad idea to quit making your map for this reason, The community is here to give you feedback!
Title: Re: Ge_MI6_HQ
Post by: major on March 13, 2012, 11:29:31 pm
Look at other maps history, we support all maps.

Like said, can't support a map that is early in development. Think you missed the whole community map pack we put out couple months ago.

No some of us haven't posted on here, but we're watching. We offer servers to test maps with public, we offer anything we can. But, WHEN the map is ready.
Title: Re: Ge_MI6_HQ
Post by: CCsaint10 on March 13, 2012, 11:59:52 pm
Topic is closed. I stopped working on the map. The moderators's complete lack of interest is one of the main reason. I think they should encourage more the community but.. Watcha gonna do? Goodbye guys.

lol seriously? Look at ge_siberia_cc2 (my map), hardly anyone posted on my thread and I didn't stop making it. I got discouraged part of the way through it and I THOUGHT there wasn't any interest (not many responses), but when the time came around that I was getting ready to pump it out, I got a TON of attention and people willing to help me out, set up servers, test it out and all. Do NOT give up man. We really need to keep custom maps alive as they keep our community fresh and always coming back for more. I hope you continue to make it, we all check these threads all the time, we just don't always post. :/
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on March 14, 2012, 12:06:39 am
Topic is closed. I stopped working on the map. The moderators's complete lack of interest is one of the main reason. I think they should encourage more the community but.. Watcha gonna do? Goodbye guys.

come on man dont give up-we were just waiting to see what you have announced and y'know uploaded any images or movie...in the words of Tim Allan in Galaxy Quest "Never Give Up, Never Surrender"
Title: Re: Ge_MI6_HQ
Post by: Proxie on March 14, 2012, 12:54:17 am
Yeah, don't get booty-flustered over something petty.

https://www.youtube.com/watch?v=o50_ZlMnjqY
Title: Re: Ge_MI6_HQ
Post by: terps4life90 on March 14, 2012, 05:25:48 am
Did I miss something? Why did he up and quit? I am still working on my map, i haven't posted a single picture of any sort lol I want it to be a surprise!
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on March 14, 2012, 10:24:22 am
nah i commented on his youtube video- he is still making the map...
Title: Re: Ge_MI6_HQ
Post by: The Cy on March 14, 2012, 10:51:03 am
nah i commented on his youtube video- he is still making the map...

I hope so! boris_crack, down! now sit up and beg! ;-)
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on March 17, 2012, 09:55:48 pm
Ok, so, I'm definatly not working on my map as much as I used too but since I recieved WAY more response than I expected from my last message(I only expected CY and Rick Astley to respond.), I will do another video update soon showing the cubemaps and stuff. I'll have a question for you guys concerning a texture too. For now, the only main things that are to be finished are the Qlab's roof and doors and the "Situation Room" (Goldeneye). Then, I'm kinda blocked because I wanna have the wall lights and picture frames like the ones we see in the Die Another Day "Virtual Reality" scene. I do not have any experience in 3D neither do I own any 3D programs. I would need a lot of help with that(Yes, I'm implying that someone could do it for me). The main reason why I'm not really working on my map is that summer is coming, I live in fucking canada, I only get a few months of summer each years so, I'm allready planning it and trying to make the best out of it. Anyway, my interest in it hasn't fade away at all. I love trying to figure out and duplicate places from the Bond movies using the few scenes that shows them. I did, however, stop playing the game as the servers were always empty and the game types we're never the ones I liked.

Anyway, expect a video update sometimes soon. Have a nice day.
Title: Re: Ge_MI6_HQ
Post by: Troy on March 17, 2012, 10:11:28 pm
I think we're all glad you didn't completely give up hope.  Just keep working at it.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on March 28, 2012, 04:17:41 pm
So, while working on my map and placing some props, I ran into some problems.

1st: It seems I can't scale props. If there is a way to do it, I'd love to know about it.

2nd: Some props doesn't show up. Like the monitor props(2 kinds), 007 camera props and the Goldeneye key.

3rd: How do I make the darker parts of my elevator doors not affected by reflections?
Title: Re: Ge_MI6_HQ
Post by: The Cy on March 28, 2012, 05:11:01 pm
hi!
1. you can´t scale props, so it´s up to you if you wanna use a prop or not.

2. props are either prop-statics, prop_dynamics or prop_physics. if a prop doesn´t appear in your map, you have chosen the wrong class for that prop. here´s how you find out the right class of your prop: doubleclick on the model to activate the object properties area, select "world model", click on "browse" on the right side, click on the "info" field in the bar of the model, there you see the tick marks for the right prop class. then close the model browser and choose the right class of your model in object properties

Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on March 28, 2012, 11:47:07 pm
Thanks Cy. Now, does anybody have an answer for the texture thing?
Title: Re: Ge_MI6_HQ
Post by: coolDisguise on March 28, 2012, 11:53:55 pm
I have no experience in this field, so I'm just sharing my thoughts and hope they help:
as I understand, you have ONE texture covering all parts of the elevator. You want part of that texture showing reflections, other parts not.
I doubt that this is possible, but to everyone here: feel free to jump in and correct me. So I suggest using multiple textures (and/or multiple models if necessary). This should work, if everything else fails.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on March 29, 2012, 12:02:30 am
I have no experience in this field, so I'm just sharing my thoughts and hope they help:
as I understand, you have ONE texture covering all parts of the elevator. You want part of that texture showing reflections, other parts not.
I doubt that this is possible, but to everyone here: feel free to jump in and correct me. So I suggest using multiple textures (and/or multiple models if necessary). This should work, if everything else fails.
Thank you for trying, I appreciate it. But it is indeed possible. I checked the texture folder of the mod and found the door texture used in Control(The metallic parts of the texture shows reflection and the black parts don't)there are two VTF files. One normal, and the other one with weird colors. I don't really understand how the second one works so I do not know how to reproduce it for my texture.
Title: Re: Ge_MI6_HQ
Post by: coolDisguise on March 29, 2012, 01:39:10 am
I'm not quite sure, if
https://developer.valvesoftware.com/wiki/Materials_for_models#Multi-layered_Textures (https://developer.valvesoftware.com/wiki/Materials_for_models#Multi-layered_Textures)
might be what you're looking for. As you describe it, the VTF files you found are for the same texture, i.e. reference the same texture and tint it in different colors.
So basically there are just two operations that you'd normally do with the color channels - addition or multiplication. My bet is that one of these operations sets the color channels for the black parts and their reflection to black or one of them could be the result of $envmaptint that tints the reflection in a specific color.
Maybe you can shoot fourtecks (http://forums.geshl2.com/index.php?action=profile;u=5 (http://forums.geshl2.com/index.php?action=profile;u=5) )a pm since he made control.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on March 29, 2012, 03:26:23 am
I'm not quite sure, if
https://developer.valvesoftware.com/wiki/Materials_for_models#Multi-layered_Textures (https://developer.valvesoftware.com/wiki/Materials_for_models#Multi-layered_Textures)
might be what you're looking for. As you describe it, the VTF files you found are for the same texture, i.e. reference the same texture and tint it in different colors.
So basically there are just two operations that you'd normally do with the color channels - addition or multiplication. My bet is that one of these operations sets the color channels for the black parts and their reflection to black or one of them could be the result of $envmaptint that tints the reflection in a specific color.
Maybe you can shoot fourtecks (http://forums.geshl2.com/index.php?action=profile;u=5 (http://forums.geshl2.com/index.php?action=profile;u=5) )a pm since he made control.
Thank you really much.
Title: Re: Ge_MI6_HQ
Post by: kraid on April 04, 2012, 08:39:04 pm
So, while working on my map and placing some props, I ran into some problems.

1st: It seems I can't scale props. If there is a way to do it, I'd love to know about it.

2nd: Some props doesn't show up. Like the monitor props(2 kinds), 007 camera props and the Goldeneye key.

3rd: How do I make the darker parts of my elevator doors not affected by reflections?


1. welcome to source.
The only way to scale a model would be to decompile it, change it's size in a 3d app. and compile it again.
There's also a scale command that can be used in the .qc files, but AFAIK it only scales the reference but not the collision model.

2. allready answered by Cy

3. You need a enviroment mask as alpha channel in the normalmap which determines how strong the reflection shall be.
Black = no reflection, white = full reflective.
Note that the brightness of the basetexture will also have an impact on the reflection strength.
Reflections are more visible on darker colors then on bright ones.

Also you'll need to add "$normalmapalphaenvmapmask" "1" to your vmt.
It enables the usage of the alphachannel in the bumpmap texture as a enviroment mask.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on April 08, 2012, 01:26:22 am
any new updates Boris?
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on April 08, 2012, 03:11:40 pm
1. welcome to source.
The only way to scale a model would be to decompile it, change it's size in a 3d app. and compile it again.
There's also a scale command that can be used in the .qc files, but AFAIK it only scales the reference but not the collision model.

2. allready answered by Cy

3. You need a enviroment mask as alpha channel in the normalmap which determines how strong the reflection shall be.
Black = no reflection, white = full reflective.
Note that the brightness of the basetexture will also have an impact on the reflection strength.
Reflections are more visible on darker colors then on bright ones.

Also you'll need to add "$normalmapalphaenvmapmask" "1" to your vmt.
It enables the usage of the alphachannel in the bumpmap texture as a enviroment mask.
Ok good. I'll get to the texture thing as soon as possible. For the 3D props, is it possible for someone on the forum to make some of them for me, needless to say that full credit will be given.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on April 15, 2012, 05:41:39 pm
So the texture thing just doesn't wanna work like it should. I took reference from an existing VMT file. First I tried only adding the "$normalmapalphaenvmapmask" "1" but it didn't work so I added this //   "$envmapmask" "VHE_textures/Elevator_Doors1_mask" and it didn't work either. So I opened an existing VMT file for the Control Elevator Doors texture and copied everything and still it doesn't wanna work.
Title: Re: Ge_MI6_HQ
Post by: Proxie on April 15, 2012, 10:48:44 pm
AFAIK, everything in front of the forward slashes are comments, and ignored by the engine.

*Proxie knows nothing about the subject*
Title: Re: Ge_MI6_HQ
Post by: Troy on April 15, 2012, 11:13:01 pm
I would hope he knew that Proxie.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on May 01, 2012, 12:06:49 am
how's the map going Boris?
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on May 01, 2012, 02:22:32 am
how's the map going Boris?
Well I didn't get quite a clear response to my reflection problem so I can't work that out. I'm placing props around the map now. I'm gonna need to work out the textures(screens from situation room and M's office TV screen with orumov's file on it.). I'm adding a signature room too. But now I have to work on the ventilation system(the one where Bond shoots a terrorist in the DAD virtual reality scene).
Title: Re: Ge_MI6_HQ
Post by: terps4life90 on May 01, 2012, 02:35:25 am
If you need any help ask me.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on May 03, 2012, 04:37:19 am
any new pics? will the Q lab be in the map?
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 19, 2012, 02:05:07 am
hi!
1. you can´t scale props, so it´s up to you if you wanna use a prop or not.

2. props are either prop-statics, prop_dynamics or prop_physics. if a prop doesn´t appear in your map, you have chosen the wrong class for that prop. here´s how you find out the right class of your prop: doubleclick on the model to activate the object properties area, select "world model", click on "browse" on the right side, click on the "info" field in the bar of the model, there you see the tick marks for the right prop class. then close the model browser and choose the right class of your model in object properties


So, if the prop does not have the right properties, I can't use it? How come other people use them in their map and they work just fine?
Title: Re: Ge_MI6_HQ
Post by: kraid on October 19, 2012, 02:48:43 am
There are also entities like prop_physic_override and prop_dynamic_override.
They are used to e.g. give prop_static models properties like they were prop_physic.
You can even have prop_physics without their usual behavior by using motion disabled on them.
However, this has certain disadvantages compared to regular prop_static (still point entities, cannot cast lightmap shadows) so you shouldn't use this very excessive.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 21, 2012, 12:36:06 am
Guys I'm back. I decided to start working on my map again. Now I'm "propsing" it. Every rooms are done. So the base of the map IS finished. You can't see my last video updates because I deleted my account. So, there is one floor. It is closely replicated from the Brosnan's era movies. There is M's office, Bond's office, a ton of additionnal offices, Q-Branch and the situation room from Goldeneye. Now, props are pissing me off. I can't use them all and I'm not a 3D artist so I can't make my own. This means I'm using the ones that are available to me. So my map is never gonna be how I want it to be but it is still gonna be close enough. To this day I have put more than 10 hours on this map so please be greatful when the next video update comes up.

Oh and I'm having trouble with lightning so on that side it will suck. But the rest is truely awesome, trust me.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on October 21, 2012, 01:19:41 am
have u tried getting props from Garry's Mod (Note: ask for the authours permission first)

maybe one of the team could help lend you some props?
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 21, 2012, 02:52:17 am
have u tried getting props from Garry's Mod (Note: ask for the authours permission first)

maybe one of the team could help lend you some props?
I do not have Gary's mod. Nor do I wanna buy it. But thanks for the tip.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 21, 2012, 03:24:28 pm
So here I took pictures of the Hallway, Moneypenny's office, M's office, and a computer room near Q Division. Picture frames textures haven't been made yet(obviously). I think it looks pretty darn good.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 21, 2012, 03:26:14 pm
Computer room 2nd picture.
Title: Re: Ge_MI6_HQ
Post by: Jonathon [SSL] on October 21, 2012, 07:45:09 pm
Wow that's looking awesome so far!
Title: Re: Ge_MI6_HQ
Post by: The Cy on October 21, 2012, 07:46:05 pm
looks good so far, keep it up! and if you need testers, feel free to send me a message
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 21, 2012, 07:52:37 pm
Wow that's looking awesome so far!
Thank you very much!
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 21, 2012, 07:55:27 pm
looks good so far, keep it up! and if you need testers, feel free to send me a message
Every testers are welcome. I will send you a message when the map is ready to test. But it is not gonna be soon because I still need to make the Q Division roof and I have to fill 14 offices with desks, chairs, computers, filescontainers, etc.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on October 22, 2012, 12:30:00 am
Looks fantastic great job Boris :) two quick question does Bond have an office? and will the map feature Bots?

and a couple of suggestions:

for Moneypenny's office why not have a pot plant behind her or a coat rack (which Bond use to put his hat everytime he walked into the room) just to spice up the room
and
For M's Office you could have images of the previous M's on the wall or maybe a photo of Ourmov on the screen (like in Goldeneye)



Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 22, 2012, 02:50:02 am
Looks fantastic great job Boris :) two quick question does Bond have an office? and will the map feature Bots?

and a couple of suggestions:

for Moneypenny's office why not have a pot plant behind her or a coat rack (which Bond use to put his hat everytime he walked into the room) just to spice up the room
and
For M's Office you could have images of the previous M's on the wall or maybe a photo of Ourmov on the screen (like in Goldeneye)




Hey man thanks. Yes Bond does have an office but there is nothing that makes it stand out from the rest of the offices because of the lack of props. I would've put the suitcase from Casino but I can't. The only way you can tell it's Bond's office is by watching that scene from Die Another Day. Though there's a painting of a boat in it like in the movie(I think that was because Ian Fleming liked ships). As for the coat hanger, there would be one in every office if there was a prop for it. But there is none. And finally for the Orumov thing from Goldeneye, I originally intended to do that(wich you can read in one of my first posts) but I would have to modify the wall and it would be time consuming and I need to put A LOT of props so I won't do it for the first release but it will probably be there in a later version of the map(as well as a second floor if the map is popular enough).
Title: Re: Ge_MI6_HQ
Post by: TriDefiance on October 22, 2012, 03:17:58 am
This looks amazing! Sign me up if you need a tester! :D
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 22, 2012, 04:09:06 pm
This looks amazing! Sign me up if you need a tester! :D
Will do. Thanks.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on October 23, 2012, 12:18:56 am
Hey man thanks. Yes Bond does have an office but there is nothing that makes it stand out from the rest of the offices because of the lack of props. I would've put the suitcase from Casino but I can't. The only way you can tell it's Bond's office is by watching that scene from Die Another Day. Though there's a painting of a boat in it like in the movie(I think that was because Ian Fleming liked ships). As for the coat hanger, there would be one in every office if there was a prop for it. But there is none. And finally for the Orumov thing from Goldeneye, I originally intended to do that(wich you can read in one of my first posts) but I would have to modify the wall and it would be time consuming and I need to put A LOT of props so I won't do it for the first release but it will probably be there in a later version of the map(as well as a second floor if the map is popular enough).

ah okay :) also if you need someone to test it im up for it :)
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 30, 2012, 01:25:51 am
So, here is a brand new video update of my map(on my new youtube account). The video is a bit laggy. I filled the first few offices with the limited props I had while trying to make each of them unique. At the end you can see the whole map with Q-Lab and the computer room. But I just wanted to concentrate on the first part because I didn't prop the rest of the map yet. So for the first 35 seconds, I'd like you guys to compare the map with the virtual reality scene from DAD wich I'm going to provide the link for. Then the rest is just me showing off the offices and the situation room. Of course this map isn't gong to be a perfect replica like I wanted at first because of the lack of available props but it still kicks some asses.


MI6 HQ Video Update : http://www.youtube.com/watch?v=1eXXV4UOWt0&feature=youtu.be


VR Scene from Dia Another Day : http://www.youtube.com/watch?v=TpxmbsrIosg
Title: Re: Ge_MI6_HQ
Post by: Proxie on October 30, 2012, 04:15:50 am
Should probably change the floor textures around.
Title: Re: Ge_MI6_HQ
Post by: The Cy on October 30, 2012, 08:38:44 am
Boris_Crack, your map looks indeed very promising. I like it. but what do you mean by "limited props" ? there are hundreds of good props you can use for your office...books, pencils, document files, trash cans, tables, cables, electric switches, sprinklers...look at maps like archives or casino. you can use every single prop that you see there. choose a prop from the (goldeneye source) list, add the right class and then it's ready for your map.

and don't forget to use some decals, like (exit) signs, arrows, carpets. these things add more atmosphere to your map.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 30, 2012, 11:23:55 am
Boris_Crack, your map looks indeed very promising. I like it. but what do you mean by "limited props" ? there are hundreds of good props you can use for your office...books, pencils, document files, trash cans, tables, cables, electric switches, sprinklers...look at maps like archives or casino. you can use every single prop that you see there. choose a prop from the (goldeneye source) list, add the right class and then it's ready for your map.

and don't forget to use some decals, like (exit) signs, arrows, carpets. these things add more atmosphere to your map.
I don't know how to add the right class.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 30, 2012, 11:27:27 am
Should probably change the floor textures around.
No, I think it's perfect how it is.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on October 30, 2012, 12:11:40 pm
Looks great Boris :) the layout is really good
needs some more details but i like what i am seeing :-)
Title: Re: Ge_MI6_HQ
Post by: The Cy on October 30, 2012, 12:52:00 pm
I don't know how to add the right class.

ADDING PROPS:

1. click on the entity tool. 2. left mouse click on the floor creates your entity. doubleclick on the entity.

(http://img5.fotos-hochladen.net/uploads/propstaticlb2h87o0pk.jpg)

3. the object properties window opens. choose "world model". 4. click on "browse"

(http://img5.fotos-hochladen.net/uploads/objectpropertim9jvwyf17u.jpg)

5. the model browser opens. make sure you use gesource models above. choose an object, perhaps write "table". choose an available table.
6. click on the info section on the right. 7. now you see the table's classes: prop_dynamic and prop_static, because the were tagged by a hook. with that knowledge in mind close the model browser.

(http://img5.fotos-hochladen.net/uploads/infoul0wmz813e.jpg)

8. now choose the right class for your table. in this case you can choose prop_static or prop_dynamic. (explosive things like barrels or computers are prop_physics instead). 9. click ok and now your table has the right class and should appear in the map.

(http://img5.fotos-hochladen.net/uploads/propphysicsv9trskboqj.jpg)


now you can add every model you want.  ;)
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on October 30, 2012, 04:04:27 pm
Oh THAT'S how you do it. Many, many thanks Cy. I'll be able to put more props now.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on December 11, 2012, 12:22:48 pm
Q-Lab is slowly coming together.
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on December 12, 2012, 03:51:06 am
Three more shots.
Title: Re: Ge_MI6_HQ
Post by: namajnaG on December 12, 2012, 04:01:50 am
What a mess! What the Q Lab is supposed to be, Indeed. :P
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on December 12, 2012, 04:05:00 am
What a mess! What the Q Lab is supposed to be, Indeed. :P
Thanks man! It's still far from finished though. More mess to come :P
Title: Re: Ge_MI6_HQ
Post by: Proxie on December 13, 2012, 04:33:01 am
Are those screenshots taken with low-detail settings or something?
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on December 14, 2012, 11:00:09 am
looks great Boris :) keep it up
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on December 14, 2012, 05:00:49 pm
Are those screenshots taken with low-detail settings or something?
I just take screenshots with the keyboard button, then I paste it in Paint, then I save it.
Title: Re: Ge_MI6_HQ
Post by: namajnaG on December 14, 2012, 06:49:45 pm
I just take screenshots with the keyboard button, then I paste it in Paint, then I save it.

You should download FRAPS to take screenshots, It'd save you some time.
Title: Re: Ge_MI6_HQ
Post by: Rick Astley on December 15, 2012, 12:41:08 am
just press print screen on your keyboard and paste into microsoft paint or easily just use the take a picture app on steam
Title: Re: Ge_MI6_HQ
Post by: major on December 15, 2012, 09:13:49 am
Or press f12.
Title: Re: Ge_MI6_HQ
Post by: liamcadhain on December 15, 2012, 04:49:39 pm
Looking good Boris, if Q's lab looks a bit messy atm. Keep up the good work with the map man!
Title: Re: Ge_MI6_HQ
Post by: Boris_Crack on December 15, 2012, 05:09:39 pm
Thanks to all of you guys for the support!