Author Topic: [IDLE] SCP porting to Source Engine [PICS] [7.1.2012]  (Read 747 times)

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Offline Loke

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #15 on: June 21, 2012, 04:53:42 PM »
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Lets make a gamemode out of this!
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Offline The Ghost Of Anony Mouse

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #16 on: June 21, 2012, 11:00:00 PM »
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are we going to make class D models better than the original

Offline Alkaline

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #17 on: June 26, 2012, 12:26:06 PM »
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Updatez with more pics.

are we going to make class D models better than the original
That would be as easy as reskinning two citizen models with an orange jail-like clothing.

Put SCP-100 in this map. IT will be a perfect easter egg.
I can rip one of the Porta-Johnies from L4D2 but you won't be able to enter it.

SCP-043 will probably make me poop myself.
Coincidentally, I have a turntable that I made a while ago as a custom prop...
Although, I'm not sure how I would animate it. And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

I am REALLY stumped on how to light up the map to mimic the original's lighting. I could always manually light the dark ambiance with very low-lighting but anyways, I'm leaving that for last. As you can see in some of the pics below, I finally got the collision models to work with $concave. I also reskinned the office chair as a touch-up to what the original creator might have had in mind. One last thing. Fuck Valve for the shitty fog I have to live with in the ep2 engine unlike the sphere-like fog in L4D2.
Spoiler (click to show/hide)
A Man named William Reed's last living testament says that he is going to read his own will.

Will Reed's will will read "Will Reed will read Will Reed's will"

Offline Deathie

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #18 on: June 26, 2012, 12:29:12 PM »
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Updatez with more pics.
That would be as easy as reskinning two citizen models with an orange jail-like clothing.
I can rip one of the Porta-Johnies from L4D2 but you won't be able to enter it.
Coincidentally, I have a turntable that I made a while ago as a custom prop...
Although, I'm not sure how I would animate it. And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

I am REALLY stumped on how to light up the map to mimic the original's lighting. I could always manually light the dark ambiance with very low-lighting but anyways, I'm leaving that for last. As you can see in some of the pics below, I finally got the collision models to work with $concave. I also reskinned the office chair as a touch-up to what the original creator might have had in mind. One last thing. Fuck Valve for the shitty fog I have to live with in the ep2 engine unlike the sphere-like fog in L4D2.
Spoiler (click to show/hide)


Try some color correction? A false night effect, where you can only see a few feet in front of you.


Check out my Soundcloud for some neat stuff!

Offline Seb

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #19 on: June 26, 2012, 12:34:56 PM »
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And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

If Cake declines, can I take the offer?
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Offline Alkaline

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #20 on: June 26, 2012, 01:01:29 PM »
+1
Try some color correction? A false night effect, where you can only see a few feet in front of you.

Well, that's not exactly the problem I'm having with lighting. In the original game, all of the rooms are models. If you peek inside of the GFX/map folder of the game, you will notice alot of lm (lightmapped) files that overlay the textures in each of the rooms. This produces the effect of ambient occlusion, or fake global illumination. (And once you think about it, the original game is in fullbright mode all the time. Its just that ambient occlusion and fog give the feeling of almost total darkness.)

Unlike the source engine, the creator could have easily baked, or fused, these lightmaps with his 3D modeling software. I, on the other hand, have to manually place the lighting because to have to light up props/viewmodels/etc. real-time. Color correction only changes the RGB going from the engine to the monitor, or acts like a shader, and that would be something I would add at the finals stages of the map. If I place a low-brightness light in the middle of a room to try to simulate AO, I would somewhat get that effect but I would also get noticeable shadows.

I've also been fooling around with this technique, but I first wanted to see if any other mappers are willing to shed light onto the subject. That is, before I tread into interlopers.

If Cake declines, can I take the offer?
You have a sexy voice, too. I don't see why not.
Or maybe there can be an argument between you two in the map.
All you need to do is provide a .wav sound file of you saying anything.
A Man named William Reed's last living testament says that he is going to read his own will.

Will Reed's will will read "Will Reed will read Will Reed's will"

Offline Deathstrike

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #21 on: June 26, 2012, 01:15:55 PM »
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Updatez with more pics.
That would be as easy as reskinning two citizen models with an orange jail-like clothing.
I can rip one of the Porta-Johnies from L4D2 but you won't be able to enter it.
Coincidentally, I have a turntable that I made a while ago as a custom prop...
Although, I'm not sure how I would animate it. And if I succeed at animating it, would you like to be the "mysterious voice" that answers the music trivia?

I am REALLY stumped on how to light up the map to mimic the original's lighting. I could always manually light the dark ambiance with very low-lighting but anyways, I'm leaving that for last. As you can see in some of the pics below, I finally got the collision models to work with $concave. I also reskinned the office chair as a touch-up to what the original creator might have had in mind. One last thing. Fuck Valve for the shitty fog I have to live with in the ep2 engine unlike the sphere-like fog in L4D2.
Spoiler (click to show/hide)
you can probaly make it so when you go near the porta potty u hear screaming coming and other noises comingfrom inside it
Edit:the pictures look great almost better
« Last Edit: June 26, 2012, 01:18:22 PM by Deathstrike »

Offline Cake Faice

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #22 on: June 27, 2012, 03:15:29 PM »
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Well, that's not exactly the problem I'm having with lighting. In the original game, all of the rooms are models. If you peek inside of the GFX/map folder of the game, you will notice alot of lm (lightmapped) files that overlay the textures in each of the rooms. This produces the effect of ambient occlusion, or fake global illumination. (And once you think about it, the original game is in fullbright mode all the time. Its just that ambient occlusion and fog give the feeling of almost total darkness.)

Unlike the source engine, the creator could have easily baked, or fused, these lightmaps with his 3D modeling software. I, on the other hand, have to manually place the lighting because to have to light up props/viewmodels/etc. real-time. Color correction only changes the RGB going from the engine to the monitor, or acts like a shader, and that would be something I would add at the finals stages of the map. If I place a low-brightness light in the middle of a room to try to simulate AO, I would somewhat get that effect but I would also get noticeable shadows.

I've also been fooling around with this technique, but I first wanted to see if any other mappers are willing to shed light onto the subject. That is, before I tread into interlopers.
You have a sexy voice, too. I don't see why not.
Or maybe there can be an argument between you two in the map.
All you need to do is provide a .wav sound file of you saying anything.
Well I'm definitely up to it, just you need to send me a test script or something of the sort.
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Offline Seb

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #23 on: June 27, 2012, 05:10:58 PM »
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Well I'm definitely up to it, just you need to send me a test script or something of the sort.
FUCKYOUSEBTRYINGTOSTEALMYSWAG

Wait!

We can BOTH do it!
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Offline Cake Faice

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #24 on: June 27, 2012, 05:41:05 PM »
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Wait!

We can BOTH do it!
So we argue back and forth about musical facts?

Offline Seb

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #25 on: June 27, 2012, 06:00:38 PM »
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So we argue back and forth about musical facts?

sounds p cool to me
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Offline Cake Faice

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #26 on: June 27, 2012, 06:39:08 PM »
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sounds p cool to me
I can somewhat pull off a Kieth Richards/George Harrison, you can be Geddy Lee.

Offline Deacon

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #27 on: June 27, 2012, 06:50:11 PM »
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you can be Geddy Lee.
NO.
First he must bass.
Then he must hair.

Offline Seb

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #28 on: June 27, 2012, 06:51:55 PM »
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NO.
First he must bass.
Then he must hair.

deacon please



How about
the three of us.
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Offline Deacon

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Re: [WIP]SCP porting to Source Engine [PICS] [6.21.2012]
« Reply #29 on: June 27, 2012, 06:55:11 PM »
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deacon please



How about
the three of us.

Seeing as how I don't know what you're talking about, no thanks.
However

do not fail me.








you have been warned.