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steve End User

Joined: 04 Oct 2007 Posts: 26 Location: Nelson, New Zealand
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Posted: Tue May 04, 2010 9:58 pm Post subject: Outpost teaser |
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Just a single pic (the area it is from is also still very much W.I.P).
It's going to be quite a large br/dm map.
I will have more to show very soon (once I finish modeling up some new props).
Uploaded with ImageShack.us |
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ReD NeCKersoN Smokin' Gun

Joined: 27 Mar 2002 Posts: 2927 Location: VA, USA
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Posted: Tue May 04, 2010 11:10 pm Post subject: |
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Seems you're full of surprises. Looks interesting... nice texture blending. Did you use a terrain generator? _________________
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Allied End User

Joined: 24 Feb 2009 Posts: 67
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Posted: Wed May 05, 2010 11:52 am Post subject: |
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| Very nice looking, indeed! |
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LuckyGenDago End User

Joined: 09 Apr 2009 Posts: 61
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Posted: Wed May 05, 2010 12:11 pm Post subject: |
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| great done! |
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steve End User

Joined: 04 Oct 2007 Posts: 26 Location: Nelson, New Zealand
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Posted: Wed May 05, 2010 7:27 pm Post subject: |
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| ReD NeCKersoN wrote: | | Seems you're full of surprises. Looks interesting... nice texture blending. Did you use a terrain generator? |
Eeek, terrain generators are a dirty word where I come from!
It's all 'hand-made' in the editor as I find terrain generators tend to output very mundane terrain, a bunch of my old dev buddys called it "titty terrain" as it all ends up looking like a bunch of lumps. Coming in from Half-Life editing it was quite a shock with the power *radiant gives you, but after becoming accustomed to its quirks I don't think I could ever go back to using Valve Hammer/Worldcraft.
I'll post some more pictures tomorrow of the nearly completed graveyard area and the main street + tavern, the first test version will follow shortly after (I lack internet access at home currently so I'll kindly request that you chaps help me with testing).
Also, I have a complete netRadiant Smokin' Guns package to post here quite soon with all the Quake3 specific entities removed and keys updated.
ALSO
Possibly belongs in a different forum, but does anyone know if I use an external high-res lightmap for my terrain does qmap3 still generate regular lightmaps for those surfaces (eating up more filesize/memory)?
Cheers! |
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ReD NeCKersoN Smokin' Gun

Joined: 27 Mar 2002 Posts: 2927 Location: VA, USA
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Posted: Wed May 05, 2010 9:40 pm Post subject: |
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I guess I meant to say terrain "editor" not generator. (I've tried a few generators & didn't like the results either.) I do like EasyGen though.
I find myself wanting to ask more questions about your preferred techniques, but I'll just wait till you upload a beta. What I observe in game should at least answer a few questions & save us some typing.
As for the external high-res lightmap question, Joe Kari is our resident expert in that field.
Thanks in advance for the NetRadiant stuff!
Looking forward to checking out your level. |
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Joe Kari Smokin' Gun

Joined: 16 Sep 2007 Posts: 591 Location: France
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steve End User

Joined: 04 Oct 2007 Posts: 26 Location: Nelson, New Zealand
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Posted: Sun May 09, 2010 9:51 pm Post subject: |
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LONG IMAGE LIST AHOY!
Here's those updated preview images.
You might notice some of them are still a little bland, those tend to be from places where the level is still living in the block-editing stage.
There's not terribly much 'mapping' left to do, quite a bit of prop modeling (especially lighting sources).
Currently the level never dips below 70fps on my computer (It's old, I'm talking AGP4x and a Pentium 4 single core old)
 
 
 
Note in the first pic how the dynamite hole wont cast a shadow, what do? (_cs/_castShadows won't seem to work...)
 
 
The sign is a reference to a map I based this ones visual style from.
 

Depth sorting fail in the first pic (not sure on the fix yet...) |
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ReD NeCKersoN Smokin' Gun

Joined: 27 Mar 2002 Posts: 2927 Location: VA, USA
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Posted: Sun May 09, 2010 10:47 pm Post subject: |
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Looks very, very impressive. Am I imagining things, or do I detect bump mapped textures here & there?
_cs 1 should work, to a degree, for func entities. Unfortunately, you'll have to choose whether you want that sunlight to be present or not before compiling. No real time lighting in the SG engine at present.
http://www.smokin-guns.net/viewtopic.php?p=14694#14694 _________________
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Allied End User

Joined: 24 Feb 2009 Posts: 67
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Posted: Mon May 10, 2010 11:43 am Post subject: |
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That is an absolutely magnificent piece of work, excellent job! The lighting and modelling is superb.
I can hardly wait to try it out. |
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Joe Kari Smokin' Gun

Joined: 16 Sep 2007 Posts: 591 Location: France
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steve End User

Joined: 04 Oct 2007 Posts: 26 Location: Nelson, New Zealand
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Posted: Mon May 10, 2010 7:52 pm Post subject: |
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Thanks for the reply's chaps!
I just can't seem to get _cs 1 to work on that hole, I can't actually seem to get it to work on any brush entity's... I just think that it would look quite a bit better with the shadow (assuming that the hole will be filled the majority of the time).
Aye, there has been a bit of modeling so far, a mix between bsp-ase conversion THAT I LOVE and for more complex objects (or objects where polycount is rather important) I've been using my regular modeling tools.
ReD - There are a couple of bump mapping attempts, I think I'll need to up the lightmapscale+bumpmap depth to make them more apparent though.
Joe - You must tell your brother that he is quite a talented texture artist! |
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steve End User

Joined: 04 Oct 2007 Posts: 26 Location: Nelson, New Zealand
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Posted: Thu May 13, 2010 7:51 pm Post subject: |
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Another small update.
I'm quite happy with the fire effect I managed to achieve.
About half way there I think...
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dbozan99 Tester

Joined: 21 Jan 2009 Posts: 37
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Posted: Thu May 13, 2010 8:01 pm Post subject: |
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| This is looking quite promising! I can't see all of the pictures though...Is that just me? |
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Juaro Juarez End User

Joined: 29 Jun 2009 Posts: 73
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Posted: Fri May 14, 2010 7:42 am Post subject: |
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THat looks so unbelievably nice!
YOu really see there how much work you got into it  _________________ SG Name:-nox-Juaro |
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