1. Post #81
    Evil Dead's Avatar
    August 2007
    67 Posts
    Looks like a Bronco.
    It's actually the GMC/Chevy Silverado ripoff from L4D. It works pretty well chasing, other than it likes to slide all over the place.

  2. Post #82
    Varachack's Avatar
    January 2012
    165 Posts
    I am currently trying to get a exact year model of the dodge ram 2500 from the movie I have the model but I can't texture or make it driveable because I don't know how to do it so if you want it to bring it into gmod. Pm me and I will send the model to you in .max format on one condition: That it is released to the public.
    I downloaded a mod for GTA: San Andreas a while ago, but the Dodge is a 1994 Dodge Ram 2500.



    Here's the .rar file link so you can convert it, more pictures are included:

    http://www.mediafire.com/?8o6uagwt9eb3l7d

    EDIT: I was just using 'PrtScrn' to take screenshots, but they pasted over each other, so you can see the picture under it at the top, sorry.

    EDIT II: As a side note, someone should duplicate the probe.

  3. Post #83
    Evil Dead's Avatar
    August 2007
    67 Posts
    I wish there was an accurate Dodge Ram model out there. It was a club cab, 8 foot long box V10 with those clearance lights on the cab. http://www.imcdb.org/vehicle.php?id=2082

    I'll ask around my modeling friends...

    As for the probe, it's easy. Wire a speedometer to a radio, then wire another radio to a screen. It works with both radios and two-way radios. I just use a button to flip the lights/indicators on.

    I'll make it a little nicer looking and then upload it.

  4. Post #84
    ~Tital~
    napalm_bomb's Avatar
    July 2009
    1,194 Posts
    Is it close to release?

  5. Post #85
    flamester370's Avatar
    May 2010
    1,020 Posts
    I wish there was an accurate Dodge Ram model out there. It was a club cab, 8 foot long box V10 with those clearance lights on the cab. http://www.imcdb.org/vehicle.php?id=2082

    I'll ask around my modeling friends...

    As for the probe, it's easy. Wire a speedometer to a radio, then wire another radio to a screen. It works with both radios and two-way radios. I just use a button to flip the lights/indicators on.

    I'll make it a little nicer looking and then upload it.
    Well this is as close as I could find to it so we are going to have to work with it atleats it is not the srt 10 that just doesnt look like it at all. I just need someone who can texture and rig.
    I have all the textures I just don't know how to apply them they look messed up and out of place.

  6. Post #86
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    Is it close to release?
    Weeks at the most. I'm making a warehouse right now, then I've got to make the area less "flat", while still keeping the "midwest flatness" feeling. After that, I have to touch up the 3d skybox (which is going to be a pain in the ass because I did it last and not first...) and then I just have to bug-test it. All the tornadoes and special effects are already in.
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  7. Post #87
    flamester370's Avatar
    May 2010
    1,020 Posts
    Weeks at the most. I'm making a warehouse right now, then I've got to make the area less "flat", while still keeping the "midwest flatness" feeling. After that, I have to touch up the 3d skybox (which is going to be a pain in the ass because I did it last and not first...) and then I just have to bug-test it. All the tornadoes and special effects are already in.
    I hope it doesnt have a small lake or pond because that one in alley messed up alot of chases. :P

  8. Post #88
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    I hope it doesnt have a small lake or pond because that one in alley messed up alot of chases. :P
    Nope, no water. Too much stress on the engine.


    We are on the home stretch! ALL buildings, tornadoes, weather, shelters, roads, and props have been FINISHED. All that I have to do is fix up textures, fix up the 3d skybox, and test it.

    We're almost there. 90% complete!
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  9. Post #89
    Varachack's Avatar
    January 2012
    165 Posts
    Nope, no water. Too much stress on the engine.


    We are on the home stretch! ALL buildings, tornadoes, weather, shelters, roads, and props have been FINISHED. All that I have to do is fix up textures, fix up the 3d skybox, and test it.

    We're almost there. 90% complete!
    Any more progress videos or screenshots between now and Saturday?

  10. Post #90
    ~Tital~
    napalm_bomb's Avatar
    July 2009
    1,194 Posts
    Nope, no water. Too much stress on the engine.


    We are on the home stretch! ALL buildings, tornadoes, weather, shelters, roads, and props have been FINISHED. All that I have to do is fix up textures, fix up the 3d skybox, and test it.

    We're almost there. 90% complete!

    Awesome!

  11. Post #91
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    If the test I'm running right now comes out good I'll throw in a progress video.

    Already had one issue - Too many displacements, so I had to sacrifice some of the skybox "foreverness" to make the level work. Water also crashes the map, so the water was taken out. Rain was too much for the engine to handle, it was taken out.

    I'm doing the best that I can to make the level epic and realistic, but the source engine is starting to say no to a bunch of stuff. Doing what I can guys! :)
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  12. Post #92
    Evil Dead's Avatar
    August 2007
    67 Posts
    If you guys want rain, grab the Weathermod and make it rain. It's a pretty good effect. It works for me lol

    Keep up the great work! You're making awesome.

  13. Post #93
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    Problems that have been officially tested and are not possible at this point:

    - Rain. Too much for the source engine to handle
    - More displacements. We're at our max, one more displacement and it will not compile. This effects our realism issue, but there's nothing I can do about it.

    Keep sending the suggestions, the final progress video is being processed. This is it. Release on Saturday.

  14. Post #94
    Gold Member
    matt000024's Avatar
    June 2010
    4,649 Posts
    So, how will these particles run on a somewhat older machine? Any specs needed?
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  15. Post #95
    Gold Member
    Firegod522's Avatar
    March 2008
    11,571 Posts
    environment particles getting sucked up by the tornado. Should work by using the pull toward control point in the particle forces.
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  16. Post #96
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    The whole map should run just fine on everyone's computers as long as it wasn't made in 1945.

    There will not be any more than 1 tornado active at any given time, due to the massive lag and instability of the map in relation to the engine. The progress video explains it all:

    FINAL PROGRESS VIDEO: http://www.youtube.com/watch?v=3d2be4g-ufs
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  17. Post #97
    Evil Dead's Avatar
    August 2007
    67 Posts
    00:07

    I love the way that windmill rotates. Made me burst out laughing for some reason.

    Looking sweet! And I like that you changed the way the tornado dissipates.... At least I think you did? instead of going into the ground etc.

  18. Post #98
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    And I like that you changed the way the tornado dissipates.... At least I think you did? instead of going into the ground etc.
    That's all Vman. I simply made the trigger_push and the moving track.

  19. Post #99
    Evil Dead's Avatar
    August 2007
    67 Posts
    That's all Vman. I simply made the trigger_push and the moving track.
    I'll go rate him as many applicable things as I can.

    And I found that my tornado probe gets -really- unstable when I use lights... I'll have to find a workaround of that.

  20. Post #100
    Varachack's Avatar
    January 2012
    165 Posts
    Thank you for the new progress video.

    All we need to do is wait. :D

  21. Post #101
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    Last update for today, I gotta go to a fire dept. training, so until next time:

    - Windmill rotates the correct way now
    - Fog is now more dense, hiding far away objects (helps with the lag)
    - Fog is now more dense, hiding the level edge to make the map feel endless
    - Gas station explosions work correctly
    - Doppler radar works correctly.

    Testing has begun. The map is finished.

  22. Post #102
    Varachack's Avatar
    January 2012
    165 Posts
    Last update for today, I gotta go to a fire dept. training, so until next time:

    - Windmill rotates the correct way now
    - Fog is now more dense, hiding far away objects (helps with the lag)
    - Fog is now more dense, hiding the level edge to make the map feel endless
    - Gas station explosions work correctly
    - Doppler radar works correctly.

    Testing has begun. The map is finished.
    Yay, you fixed the windmill. xD I'm Tundraboy on YouTube, just wanted to tell you.

  23. Post #103
    flamester370's Avatar
    May 2010
    1,020 Posts
    This as far as I have gotten on making dorothy in gmod.
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  24. Post #104
    Evil Dead's Avatar
    August 2007
    67 Posts
    Where'd you get the hazard bars? That's one thing I am missing.

  25. Post #105
    flamester370's Avatar
    May 2010
    1,020 Posts
    Where'd you get the hazard bars? That's one thing I am missing.
    Oh I took the box from the specialized constuction tab and used the material stool to change it to the hazard pattern.
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  26. Post #106
    Gold Member
    confinedUser's Avatar
    October 2008
    3,624 Posts
    Weeks at the most. I'm making a warehouse right now, then I've got to make the area less "flat", while still keeping the "midwest flatness" feeling. After that, I have to touch up the 3d skybox (which is going to be a pain in the ass because I did it last and not first...) and then I just have to bug-test it. All the tornadoes and special effects are already in.
    just don't make hills.
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  27. Post #107
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    Myself, Vman, Evil Dead, BobbyFNDuke, and Firegod have all started testing.

    Map will be released on Saturday, unless I have problems in real life.



    [Edit 01/24/2012]
    The map testers specs will be posted on the first post to give people an idea of what to expect for how the map runs.
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  28. Post #108
    Bobby8895's Avatar
    January 2012
    1 Posts
    As Rory said, we ran it for about 4 hours, building, destroying, spawning, etc. With no server crashes. Ran pretty stable for me, a few lag spikes here and there but that's because I'm running it on a laptop :P (specs are on the first post)

    A lot of fun with wire mod, setting up probes and launching them into the tornado (Yes, YOU can be the probe if you want haha)

    All in all, amazing map, I know I'll have a lot of fun playing on it in the future.

  29. Post #109
    ~Tital~
    napalm_bomb's Avatar
    July 2009
    1,194 Posts
    Great can't wait for this!

  30. Post #110
    Evil Dead's Avatar
    August 2007
    67 Posts
    It was fun as hell. I got disconnected twice but that's because I run off a hotspot :\

    The first time we played, the F3 dropped on my -face- TWICE.

    It really is scary at times. The factor of not knowing where it'll strike really adds to the atmosphere.
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  31. Post #111
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    And if no one hits the siren, then you'll never know it's coming.

  32. Post #112
    paulisdead18's Avatar
    March 2010
    1,070 Posts
    It was fun as hell. I got disconnected twice but that's because I run off a hotspot :\

    The first time we played, the F3 dropped on my -face- TWICE.

    It really is scary at times. The factor of not knowing where it'll strike really adds to the atmosphere.
    just imaging a server full of people on this map, and the craziness of everyone chasing and running away from tornadoes. This map is going to be epic.
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  33. Post #113
    ~Tital~
    napalm_bomb's Avatar
    July 2009
    1,194 Posts
    4 More days...

  34. Post #114
    Gold Member
    MenteR's Avatar
    July 2007
    5,400 Posts
    add a proper 3d skybox

    Edited:

    also the tornado doesn't blend in with the skybox and doesn't look like an actual tornado.

    Edited:

    or at least add a vortex that makes it look like it blends with the skybox like the citadel's vortex on episode two.

    Edited:

    this is far from finished. you could add so much more but instead you're rushing for a release. i say take your time and make this look way better.

    if you want, i can help you. i think you'd be glad to have me helping you out on this. here's some of my work:





    if you want, i can make a few farm buildings and we can work on making them destroyable.
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  35. Post #115
    Evil Dead's Avatar
    August 2007
    67 Posts
    Trust me, they look like tornadoes. At least in my opinion.

  36. Post #116
    Gold Member
    Rory's Avatar
    February 2005
    240 Posts
    I would menter, but it's already teeter totting on the edge of lag, and getting clustered. The map is the size of the grid, with mostly displacements, too many entities, and tons of props. The compiler is already starting to throw "too many" errors at me. I'd love to make it more detailed but it's being pressed already.

    Your maps look amazing, though.

    The problem is, the source engine wasn't made to handle this much. Almost every piece of each building are all func_breakable and func_physbox, there's hundreds of props, thousands of displacements, three tornado particles with 100 path_tracks, rain, custom textures, custom sounds.. It can only take so much. Adding more stuff and more detail is just going to make it stress the engine. Our best players can't get more than 35-50 FPS on this map as it is.

  37. Post #117
    Gold Member
    The Vman's Avatar
    December 2008
    8,138 Posts
    also the tornado doesn't blend in with the skybox and doesn't look like an actual tornado.

    Edited:

    or at least add a vortex that makes it look like it blends with the skybox like the citadel's vortex on episode two.
    The problem is, the Ep2 vortex coincided with the skybox texture, which already had the vortexing clouds. In our map the tornado is moving around, and isn't in the skybox. It can't look like it's reaching all the way up to the cloud ceiling and the skybox texture can't look like it's swirling around the tornado.

  38. Post #118
    pip12345's Avatar
    July 2007
    2,268 Posts
    Rory, could you release the vmf before you enlist in the army?

  39. Post #119
    QUACK
    Not_Yet's Avatar
    December 2008
    5,169 Posts
    I would menter, but it's already teeter totting on the edge of lag, and getting clustered. The map is the size of the grid, with mostly displacements, too many entities, and tons of props. The compiler is already starting to throw "too many" errors at me. I'd love to make it more detailed but it's being pressed already.

    Your maps look amazing, though.

    The problem is, the source engine wasn't made to handle this much. Almost every piece of each building are all func_breakable and func_physbox, there's hundreds of props, thousands of displacements, three tornado particles with 100 path_tracks, rain, custom textures, custom sounds.. It can only take so much. Adding more stuff and more detail is just going to make it stress the engine. Our best players can't get more than 35-50 FPS on this map as it is.
    can it not be optimized any more? the way it looks right now looks far from finished
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  40. Post #120
    Gold Member
    MenteR's Avatar
    July 2007
    5,400 Posts
    The problem is, the Ep2 vortex coincided with the skybox texture, which already had the vortexing clouds. In our map the tornado is moving around, and isn't in the skybox. It can't look like it's reaching all the way up to the cloud ceiling and the skybox texture can't look like it's swirling around the tornado.
    hmmm well can't you try to add a vortex texture or something to the top? the tornado itself looks gorgeous.

    Edited:

    by the way, you could make the building's debris a ragdoll with separate parts. as soon as the tornado passes the path track near the house, it should enable the ragdoll's motion and the building's parts should start coming off. that way you avoid brush entities and you can detail your map a lot more.