e-mods.net

Nod Engine SDK => Mapping in Embrace => Topic started by: Mort on 2011-05-14, 20:42:25

Title: New Megalopolis By Night
Post by: Mort on 2011-05-14, 20:42:25
These past few weeks, I started making a simple hub for my RP group that has been playing together for more than 5 years.  Its been a learning experience since I havn't mapped in quite a long time, along with only working on small indoor projects to pass my free time in the past.  Regardless though, I do want to say everything I have learned has been due to e-mods.net and Jakovis.  For that, I thought I would let you all know about it and keep you up to date on progress. Also, I assume i'll have many problems and issues as I go along that I won't be able to figure out.  ;D

It is going to be a simple map with 5 districts:  Business, Docks, Central Park, Outskirts, and Slums along with interior locations.  A sewers will also be included down the road.

Currently, I am about 90% done with the Central district.  I am finished with sectors and brush work.  I just need to work on lighting and add props.
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-05-17, 16:18:03
Central District is completed

Here are some screenies:

Looking down from the Apt Complex Rooftop
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central1.jpg)



The Pond in the park
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central2.jpg)



Sexy Fountain! With a Pavilian in the background
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central3.png)



Apts
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central4.png)



Houses
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central5.png)
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central12.jpg)



Yes that is a Swingset :P
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central6.jpg)



Apt Complex
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central7.jpg)
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central13.jpg)



Library
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central8.jpg)



A Side street
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central9.jpg)
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central10.jpg)



Club Parking lot + Back entry
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/central11.jpg)
Title: Re: New Megalopolis By Night
Post by: Signothorn on 2011-05-17, 17:17:34
Wow, that looks great!
Title: Re: New Megalopolis By Night
Post by: EtaYorius on 2011-05-18, 07:16:53
It is actually one of the best if not the best City maps by night i have ever seen... any plans to add a hospital police dept and few night clubs?
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-05-18, 13:02:29
Wow.  Thanks man, that really means a lot.  Took a little over 3 weeks to complete this area.  Im sure it should have took shorter, but I was more or less relearning embrace.  I havn't worked with it for a few years so it was definately a learning experience.

As for your locations question, I already have a basic idea how its going to be set up.

Central District:  Prince's Mansion, Apt Complex, Club, Pub, cafe, Library+chantry, Havens.

Business District: Hospital, Hotel, Parking Garage, Police Station, Club, Bank, Haven(s), Business Offices.

Slums District:  Army Surplus store, Motel, Pawn Shop, Cathedral Haven, Bar, Haven(s), Crack Den

Docks District:  Theater haven, Brothel, Diner, Haven(s), Desecrated Church.

Outskirts:  Outskirts Mansion and grounds, Graveyard, Abandoned Prison.
Title: Re: New Megalopolis By Night
Post by: Signothorn on 2011-05-18, 16:25:12
I always wondered where cars in Redemption went to fill up gas. Baton Rouge has the only gas station in existence to my knowledge. Would be cool to have a truck stop gas station/restaurant.

Looking forward to seeing the outcome of this map. On Saturday when I have some free time, I'll feature it on the Planet-Vampire front page, along with Barnabas' map in progress.
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-05-18, 16:37:25
You know, Redemption doesn't have many cars in general unless you get into prop packs and such.  The only cars default in VTMR is the generic car, cab, and the NY and London police cars.  There's also the large bus and otto's van..but I wouldn't call those cars. :P

Gas station...hm...  You're right.  The only one i've seen is in Baton Rouge as well.  Im sure it will be some "fun" brush work. *sigh*  lol

A Gas station it is!  You got it!

Also one thing I wanted to include, as you can see in the screenshots, is parking lots.  I've noticed many redemption maps don't have those as well.
Title: Re: New Megalopolis By Night
Post by: EtaYorius on 2011-05-18, 18:32:27
There are like 10 cars models in GigaPack, just take what you need.
Title: Re: New Megalopolis By Night
Post by: Javokis on 2011-05-28, 00:34:09
Looking good so far. Only one peice of advice:

Judging by the far wall of that parking lot (last screenshot), I'd say you got a service size error that prevents shadows from being properly shown on that wall. Try to reduce the size of some single texture surfaces by cutting surfaces into sections and adding decals. You can fix that wall by either cutting it up and changing its design with sectional pillars or what not and decals. Or set the light shadow resolution in the exporter to 32 or higher rather than default 16. The latter would be easier I'm sure, but could be fun to liven up that wall.
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-05-29, 11:49:43
Interesting.. I never noticed that.  That wall is actually my outer boundary I put up around the entire map to block the sky background falloff so it didnt look like the ground just ends.. The majority of the wall is blocked by buildings and other things that I have put on the map so its hardly noticable, though I will take your advice for the areas where the wall does show, like in that parking lot.
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-05-31, 12:59:31
On Saturday when I have some free time, I'll feature it on the Planet-Vampire front page, along with Barnabas' map in progress.

Feel free to do that.  All it will do is keep pressure on me to stay motivated and continue working on it XD
Title: Re: New Megalopolis By Night
Post by: EtaYorius on 2011-06-01, 09:38:36
Cant wait for this map to be finished, its so awsome-
Title: Re: New Megalopolis By Night
Post by: EtaYorius on 2011-07-08, 12:46:50
Any news on this project?
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-08-11, 22:17:53
Its been very casual.  Since I last posted, I have completed 3 smaller locations connected to the main map.  I am planning on continuing on this project more frequently once my summer schedule is over.
Title: Re: New Megalopolis By Night
Post by: Barnabas on 2011-08-12, 00:25:36
How did you create the two spheres in front of that building?
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-09-22, 15:34:42
Create a brush that is your desired size and select it.

Go to Brush > Primitives > Sphere

Select how many sides you want for the Brush (6, 8, 12 are good in most cases)

OK

--------------

As you see you can also make cones and multi-sided brushes automatically with this tool rather than having to do it manually.  Definitely saves some time.
Title: Re: New Megalopolis By Night
Post by: Barnabas on 2011-09-22, 20:26:02
Which version of Embrace do you use, because the sphere function is bugged in my version. When I try to create a sphere, it always becomes bigger, than the whole map.
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-09-23, 13:27:20
Product and File version is 1.0.0.1 according to the embrace properties

I know if you make the height of the brush a lot larger than the width, or vice versa, it can cause the overall brush to be bigger in size, but I haven't seen it be as big as the whole map.
Title: Re: New Megalopolis By Night
Post by: Javokis on 2011-09-27, 09:28:28
I've had issues with spheres in embrace when using XP. Sometimes it's the operating system + hardware configuration.
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-10-04, 23:12:22
Posting a few more screenshots of recent work. See more at: http://www.photobucket.com/newmegalopolis (http://www.photobucket.com/newmegalopolis)



SMALL OFFICE

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/office4.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/office1.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/office2.jpg)





LIBRARY

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/library11.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/library10.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/library2.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/library4.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/library6.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/library7.jpg)

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/library9.jpg)
Title: Re: New Megalopolis By Night
Post by: Barnabas on 2011-10-06, 02:01:21
Very good. Nver thought, that it is possible to create good looking maps like yours with the original textures.
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-10-06, 14:50:30
Thanks.  Yeah, I didn't want to get into custom textures and the such.  The map is going to be used for RP 99% of the time (usually with a lot of new players) and I wanted to take a more "plug and play" approuch along with keeping the file size down.

Also, i'm lazy XD
Title: Re: New Megalopolis By Night
Post by: EtaYorius on 2011-10-24, 11:55:42
I so want this map...
Title: Re: New Megalopolis By Night
Post by: Mort on 2011-10-24, 13:01:46
Which reminds me that I need to get my ass back to work on it
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-01-12, 03:25:57
My newest creation has a lot of features to show, so I decided instead of flooding the forum with images, I would make a video.

Full screen recommended.

Enjoy!

[youtube]1zqdRMM9-Cg[/youtube]

Quote
This is a haven I made for a Brujah by the name of "Ordog." Specifics were requested by the player and I made it with some nice detailed features using default VTMR textures as always! :P Aren't I lazy?

Anyway enjoy! I hope you like!
Title: Re: New Megalopolis By Night
Post by: wesclash on 2012-01-13, 07:57:58
Nice tour. Love the secret arsenal.  ;D
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-01-23, 13:41:15
Nice tour. Love the secret arsenal.  ;D

This....

Ditto
Title: Re: New Megalopolis By Night
Post by: Barnabas on 2012-01-25, 22:27:58
I like the Bathroom - really a nice idea  ;D. How did you create the transparent door of the guncase in the secret storage?
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-01-27, 01:22:18
Appreciate all the praise. It does mean a lot and keeps me motived to continue it.

Quote
How did you create the transparent door of the guncase in the secret storage?

https://e-mods.net/forum/index.php?topic=956.0.html
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-01-27, 04:02:41
An upscale pub I threw together in a couple of days.  I'm calling it, "Don's Place" after a similar looking bar in my town.  I guess the owner's name is Don?  ;D  There is a small hall that leads to a little office as well on the map, though I didn't bother taking a screenshot.  Nothing special, though my main focus was to play around with making a map with a variation in the floor leveling, though still on the same level...

I hope that made sense...

Anyway, i'm satisfied in how it turned out.

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/donsplace.jpg)
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-04-11, 14:12:10
I thought I would give you an update on the progress of the map.  I took a break on the smaller locations to be included in the hub and decided to start on the slums district.  So far I have made decent progress.  The idea of the slums is to make a main street with junkyards, run down businesses, ruined buildings, and then make a system of alleyways surrounding by building structures that a player could easily get lost in.  The idea is to make a part of town where the player doesn't feel safe, as there are many turns and dead ends and openings where low lifes and thugs could be that don't like visitors on their turf.  If one navigates through the alleys correctly, they will eventually come to a hidden drug werehouse.  I have highlighted the alley paths to make it easier to see how the alley maze will look if you are looking down at it from the sky.  As you can see I have yet to detail the buildings.  I still got lots of work to do

(http://i15.photobucket.com/albums/a365/mgust35/alleylayout-1.jpg)

Also, here are some images of a couple of locations included within the slums area.  I still have a lot of detailing to do, including graffity and such, and I have yet to add the moonlight, lights, and shadows.  I hope everything looks great once the lights go out and the moonlight covers the map.  ;D

Pawn Shop
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/building3.jpg)

A warehouse
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/warehouse.jpg)

One of many buildings
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/building2.jpg)

Run-down Motel
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/hotel.jpg)

Gun Shop
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/gun.jpg)

Junkyard
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/junkyard.jpg)
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-04-11, 14:50:25
Looks good so far. I would recommend that the alley ways consist of shacks made of junk (cardboard, plastics, and old clothing - there should be textures included in the game suitable for this). A slum could come with a lot of detail. Not sure how much you want to go into this area, but I see the potential for a lot of work.
Title: Re: New Megalopolis By Night
Post by: wesclash on 2012-04-12, 06:22:17
Spooky!  Nice layout, and nice wide streets, too.  You can already tell that once you get to the detailing it will really come to life. 
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-04-14, 13:11:21
Looks good so far. I would recommend that the alley ways consist of shacks made of junk (cardboard, plastics, and old clothing - there should be textures included in the game suitable for this). A slum could come with a lot of detail. Not sure how much you want to go into this area, but I see the potential for a lot of work.

I like your idea and im going to use it.  I was blank on what I was going to put in the open areas inside of the alleys.  I was probably just going to throw in some dumpsters or something.  Thanks for the idea.
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-04-16, 12:14:52
Some other recommendations:

-Patchy roads. A slums district doesn't get much road workers out there.
-Man holes... Nossy's love slums. :P
-Displaced sidewalks with lots of litter; cracks, breaks, and a serious lack of maintenance.
-Signs of violence; from drive-byes, muggings, "hunting", and other depravities. This can be in the form of blood stains on the concrete, small lumps of flesh (depends on your depravity), chalk outlines from a crime scene, bullet holes riddling some of the shacks and buildings, and litters of drug paraphernalia.

I would recommend some custom textures to make the job easier. (Bloodlines textures could work well for some seriously detailed slums). Like I said, slums can be very hard to make because they tend to contain most of the detail and tend to capture the darker elements true to the WOD.
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-04-16, 15:06:51
Definately going to do that sort of stuff. I already have started with a wrecked police car with smoke coming from the hood.  Outside of the driver side door is a large blood stain to show that not even the police of the city is safe on that side of town.  This hub location on that map is probably going to be the most detailed, but I do have so many more locations I need to work on, including two more city districts the size of the slums and the central park area.  Everything you have mentioned should be included.  I have already added a lot of boarded up buildings, broken windows, graffiti, fences, cracked sidewalks, dirty wall textures, and concrete.  I also like your idea of chopping up the street some in a few locations..maybe actually have it blocked by a mountain of broken down cars and junk.

As for texture usage, I think im going to stick to redemption textures, mostly due to the fact im too lazy to mess with anything else, but probably more that I actually like to see what I can make and how detailed I can get with just what the game offers.  I guess it could effected how amazing the map could end up being..but hell.. I have so much work to do..lol
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-05-31, 21:33:18
I finally got around to promoting this on the front page. ;)
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-05-31, 22:10:26
Thanks!  Shit, I need to get back to work on that.  I haven't even opened the map project in over a month...

I'm going to record a tour of the central district map next. (the only district that is done besides its connecting hub locations) This is the location that has the pond, central park, swing set, etc.

Offtopic:
Mgust (expecially mgust35) sounds so wierd as a online name handle, expecially how im known as "Mort" (short for mortis) in any video game I play.  Perhaps a change is in order.
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-05-31, 22:26:02
Lol... yeah. Usually a name starts with a capital letter. :P

[edit]

I hope you don't mind, but I've been putting these images up on the e-mods.net facebook page. I figured the facebook site should see some circulation of info too, if that's okay with you?

I also threw Barnabas up there. Hehe
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-06-01, 08:31:12
The video is a little dark for some reason, but here is a tour of the completed central district with some added music that seemed to fit.  More info in the youtube description.

[youtube]ja5D1xLNFXU[/youtube]

http://www.youtube.com/watch?v=ja5D1xLNFXU
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-06-01, 10:02:13
Redemption always records very (VERY) dark for me. I have to use VirtualDub to adjust brightness and contrast because MovieMaker has a shitty brightness adjuster.
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-06-01, 11:10:12
I actually have vdub but have never used it.  Can you tell me how to do that and I'll reupload a better version?  And yes feel free to upload the pictures
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-06-01, 12:04:40
Actually, you could fix it with YouTube. They have their own video editor with brightness and contrast. Go to your video on YouTube and hit the Enhancements button. There should be buttons with images reflecting brightness (light bulb), color temp (thermometer), and contrast (some box).

I may give this a try in the future as I'm getting tired of the extra fuss I have to deal with for vdub.
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-06-01, 17:06:59
Much better!  Video re-uploaded.  Check it out!
Title: Re: New Megalopolis By Night
Post by: Javokis on 2012-06-01, 18:46:13
Front page news. ;)

And this map kind of reminds me of the CoTD Neighborhood in MoTA.
Title: Re: New Megalopolis By Night
Post by: Mort on 2012-12-10, 16:37:18
Work will pick back up on this at the start of 2013, once AoR 2012 is released and the holidays are over.

I am planning on finishing the Central District hub and releasing it to the public for use before continuing onto the next hubs.  As progress continues, I will continue releasing the additions to the map by hub until the map is finally finished.
Title: Re: New Megalopolis By Night
Post by: Signothorn on 2012-12-10, 19:20:31
Great, looking forward to it:)
Title: Re: New Megalopolis By Night
Post by: Javokis on 2014-02-17, 00:46:15
How has this project been going?
Title: Re: New Megalopolis By Night
Post by: Mort on 2014-02-17, 17:14:56
I do need to pick this back up.  The Central District itself is complete, but needs hubbed locations created besides the few I have so far.  I have this planned. I just need to motivate myself to do it.

The slums district location is not even half completed with no hubbed locations at all.  This addition to the map probably won't be seen for quite awhile, though will be the next thing on the list after the Central district is complete.  I'm beginning to doubt if I will ever do what I had originally planned, with all the districts and locations, but my long term goal is to at least complete the Central and Slums districts.
Title: Re: New Megalopolis By Night
Post by: Mort on 2015-03-24, 10:08:16
Its been over a year since I opened my map up and played around.  I decided to get a fresh look at the slums map and was a little uneasy on the layout.  I liked the idea of a "maze of alleys" that I had originally planned, but the way I had it originally set up looked unrealistic and messy.

NEW DIRECTION

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/slums2_zpsgvnqtnxm.jpg)

I decided to add another block to the map that leads to a dead end.  In my opinion, I feel the alleyways between the buildings and roads show more of a realistic set up.  The back alleys can be traveled through as a faster path from point A to point B, though still can be dangerous.  Dead ends are still added in as well.  This also should give the illusion of making the map bigger than it is as well as adding transitions between alleyways and main roads for RP/Storyteller friendly games.  I also feel that this set up is non-existent in current used maps and would be a nice change.
Title: Re: New Megalopolis By Night
Post by: Javokis on 2015-03-24, 14:38:28
Looking at your old picture, this makes more sense. So you gonna make some "prefabs" for those place holders? That can be a lot of work... feel free to take any buildings you like from the .map compilation of mota. I don't think anyone would mind.
Title: Re: New Megalopolis By Night
Post by: Mort on 2015-03-24, 19:55:24
Definitely placeholders that will be textured and detailed.  I'm too OCD for that to fly :P  I feel that will probably be the largest task of making this location.
Title: Re: New Megalopolis By Night
Post by: Javokis on 2015-03-24, 20:22:22
Looking forward to next years update... :P
Title: Re: New Megalopolis By Night
Post by: Mort on 2015-03-25, 11:08:47
Harsh.

Edit:

More arranging and adjusting.  This, or something close to this will probably be the final set up.

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/nm2_zpshix7lhq2.jpg)
Title: Re: New Megalopolis By Night
Post by: Javokis on 2015-04-06, 20:35:21
Ever played SimCity? I wonder how you're gonna zone these...
Title: Re: New Megalopolis By Night
Post by: Mort on 2015-11-30, 01:22:44
Progress has been picking up these past couple of months.  Not working on this too hardcore, but enough to start getting some more building and street detailing started.  Once again, a couple of new ideas came to mind.
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/end2015_zpssh6a8qrk.jpg)
Title: Re: New Megalopolis By Night
Post by: Mort on 2015-11-30, 01:25:48
Building detail timeline for funzies.

(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/h1_zpswzd7u0cr.jpg)
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/h2_zpszk9nsi4g.jpg)
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/h3_zpsnsf0ta7x.jpg)
(http://i15.photobucket.com/albums/a365/mgust35/New%20Megaolopolis/h4_zps2kbl4n4p.jpg)