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Destroyed Village Church Prefab... before it was destroyed!
Posted: Fri Sep 02, 2005 4:29 am
by Kiko
Hey all,
this is my first major project and have been working on this for over a week (so about 10-12 hours... sad I know

)
but its the destroyed village church thats been rebuilt!!! I haven't seen one like it yet (though someone probably has done it

)
well it's not completly done, about 94%, I still have to add doors and stuff!!!
The original map has a door on the left thats blocked off... I was like wtf!!! that could be a kids church school room or something... so guess what, I made it into one! The church has a secret room in it, but I'm not telling you till you play my map which will be out in a few weeks!!!
This will be able for download when my map comes out in a few weeks!!!
It'll be a cool prefab... here's some screenshots
btw... these screenshots were taken in mohradiant so some will have big gray areas that you wont be able to see but there is stuff there, and some caulked areas, and the windows you wont be able to see through until you play the map!!! but you get the idea if your a mapper!!!
btw again, this is my first prefab!!!
enjoy!!! comments are always welcomed... good ones are enjoyed!!!
trigger
Posted: Fri Sep 02, 2005 4:37 am
by tltrude
why is there a trigger on the ladder?
Building looks nice.
Posted: Fri Sep 02, 2005 4:50 am
by Kiko
whoops, it was supposed to be a ladder, I gotta fix that, sorry guys!!!
Posted: Fri Sep 02, 2005 3:12 pm
by Bjarne BZR
Tooks totally OK. But I think you need to make some more details in there. Do a google image search for "church interior" to see what I mean.
Posted: Fri Sep 02, 2005 4:37 pm
by Kiko
I'll see what I can do

Posted: Fri Sep 02, 2005 4:38 pm
by Kiko
I'll see what I can do

I thought the church itself was a big enough project, I had to tear down every single wall and redo every

, the only thing I didn't do by myself was the bottom borders on teh outside and the roof
Posted: Fri Sep 02, 2005 4:50 pm
by Bjarne BZR
Dont get me wrong Kiko, its good. I'm just suggesting how to make it better. And lookming at references to get a feel is really good. I'm not saying you need to make it look exactly as the pictures ( that would take a lot of time and polygons and result in something unusable for a game ), but to find details that can make your model more lifelike.
The wooden beams in the celing is a tip ( if you did that google image search I suggested ).
prefab
Posted: Fri Sep 02, 2005 9:37 pm
by tltrude
I think prefabs should not have models in them because people might want to use them in different games that don't have those models. Most of the models you have could be made of brushes.
If it were me, I would use non-see-through windows. And, I would add doors with area brushes in them to improve preformance.
The floors could use a different texture, but I guess the users of the prefab could change it. Also, the square windows look out of place and using the small arch windows everywhere might look better.
Posted: Fri Sep 02, 2005 10:13 pm
by Kiko
Thanks for the tips, I think I might do that!!!
I was thinkin they looked odd too!!! and what is an area brush???
Like I said, I've only been mapping for a few weeks... so ^.^ this is all new to me! ^.^ but I'm learning and learn I will!
Posted: Mon Sep 05, 2005 12:07 am
by diego
The area portal brush is used to keep the engine from drawing things behind closed doors.
In case you don't know the difference between structural and detail brushes, structural brushes will prevent polygons that are not visibile from drawing. But even if your windows are opaque, and the room is completely enclosed by structural brushes, the contents of the room will still draw because even a closed door is not structural if it is an entity.
So, to get around that, you make another brush to fill the opening of the doorway and assign it the "area portal" shader. The area brush must touch structural brushes on all sides (so if you have door frames that are detail, extend the brush to the walls.) Also, the area brush must be thinner than your doors and be placed inside of the door brush.
That way, the door is visible from both sides. But the contents on the other side will not draw until the doorway is opened.
Posted: Tue Sep 06, 2005 5:30 pm
by Kiko
confused the hell out of me... lol ^.^ do I need them?
Posted: Wed Sep 07, 2005 6:14 am
by diego
For a prefab, I really wouldn't worry about it. Anyone who wants to use the prefab can add the area portals. There is no telling what changes someone might make to it anyway.
I do agree with Tom that it is a good idea to leave static models out of the prefab and just use brushwork for the majority of the furniture like the church pews. That way, It can be used in more games than Mohaa.
If you plan on using this in your own map and putting a lot of models in it, then I would suggest you search the forums for some more in depth answers about Area portals.