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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • teeluu
    • August 16, 2006 at 2:25 AM
    • #2,561

    Ooh hlrally, once i was an ace on it, i could beat anyone! Now i'd prolly just suck. Nice work there, smooth enough at least. Maybe you should add a little more fog so you could afford to add more foliage, dunno if you can afford it without the extra fog tho

  • von*ferret
    • August 16, 2006 at 3:03 AM
    • #2,562

    [Blocked Image: http://studentpages.scad.edu/~zaford20/temp.jpg]

    wip

  • dissonance
    • August 16, 2006 at 4:18 AM
    • #2,563

    bronts, that looks fucking superb.

    although, the tracks in the second shot, at the grade crossing, look a little... off. you might want to add some wooden planking over the ties, something like this (yes, i know, bad shot):

    [Blocked Image: http://homepage.ntlworld.com/david.enefer/lincoln/lin156417oct1601.jpg]

    ferret: very very monochromatic, but it looks good. i assume props are going to be added in later?

  • General Vivi
    • August 16, 2006 at 4:33 AM
    • #2,564

    ferret is it possible to bake the shadows onto that cubicle prop? i would suggest you do if you can.

  • Sindwiller
    • August 16, 2006 at 8:33 AM
    • #2,565

    Very nice lighting ferret.

  • skdr
    • August 16, 2006 at 11:21 AM
    • #2,566

    Ferret you can do better! (yea i know its wip)

    Add ceiling windows, support pillars etc. might work!

  • TeddyBear
    • August 16, 2006 at 11:37 AM
    • #2,567

    @ Bronts

    I always wondered, how do you make the curves (with texture) so even? Good job so far!

  • KoKo5oVaR
    • August 16, 2006 at 11:54 AM
    • #2,568
    Quote from TeddyBear

    @ BrontsI always wondered, how do you make the curves (with texture) so even? Good job so far!

    Displacements ?

  • Bronts
    • August 16, 2006 at 12:20 PM
    • #2,569

    Minotauro - The roads are 384 pixels wide, you can pretty much fit 3 buggies side by side on the road. WE have been making a source version for awhile, but over the past year the team has had a lot on, I traveled around europe for 6 months, fragmented did some traveling plus finishing his last year of uni, so just recently (the last couple of weeks) things are really picking up.

    dissonance - I will add something there to make the road look right. At the moment when you go over it, it is like a bit of a jump

    TeddyBear - As for the corners being so smooth, KoKo5oVaR is right they are displacements using the subdivide tool. It can be quite a tireless process sometimes having to raise and lower the corners, but I think it is worth it for the results. I plan on writing a tutorial on how to do it, plus a few tips that I have learnt.

  • Schmung
    • August 16, 2006 at 2:22 PM
    • #2,570

    That'd be pretty cool. please do.

  • von*ferret
    • August 16, 2006 at 2:38 PM
    • #2,571

    I was iffy about the lighting. I'll still throw in props as I make them. Maybe some support beam structure in the middle of the room. I need some ideas on how to improve the architecture of the room. Also, those light beams against the wall have recessed lighting sources. I modeled a light fixture that go into the ceiling.

  • ⌐■_■
    • August 16, 2006 at 2:58 PM
    • #2,572

    Somehow your map reminds me of SOF2, Ferret..

  • von*ferret
    • August 16, 2006 at 3:27 PM
    • #2,573

    never played it =/

  • Bronts
    • August 16, 2006 at 5:11 PM
    • #2,574
    Quote from Schmung

    That'd be pretty cool. please do.

    I have started work on a couple of tutorials on how to create the smooth corners. We have a Wiki type setup over on our site. So I just popped up a basic tutorial and an intermediate one.

    The basic tutorial creates a flat 90 degree corner where the intermediate tutorial creates a 90 degrees corner but gives a bit of an angle.

    I plan on also writing up an advanced tutorial to highlight all the other little things I have learnt, like making a cliff right on the side of the road etc

    Anyway here is the link

    http://hlrally.net/developer/mapping/

    any feeback would be much appreciated, I have really written any tutorials before

  • Squirrelly
    • August 16, 2006 at 5:46 PM
    • #2,575
    Quote from von*ferret

    never played it =/

    Pure blasphemy! You officially fail.

  • Spellbinder
    • August 16, 2006 at 7:02 PM
    • #2,576

    Awsome Bronts! Could help a lot of people!

  • LIONz
    • August 18, 2006 at 12:14 PM
    • #2,577

    [Blocked Image: http://lionz.slash.lv/lionz/faili/scr/mini_mil_test.jpg]

    [Blocked Image: http://lionz.slash.lv/kakas/details_lol.gif]

  • Tequila
    • August 18, 2006 at 1:15 PM
    • #2,578

    Bet those took you a while.

    And good God man, a 1.2Mb .jpg? Are you on crack?

  • Kabelen
    • August 18, 2006 at 1:23 PM
    • #2,579

    Wow nice work with the vertexes. Too bad it's hl1/cs or something though, but of course, that makes it even better to have done all that without the displacement function for source!

  • Sindwiller
    • August 18, 2006 at 1:27 PM
    • #2,580

    Displacements kinda suck for walls, because they have a very awful control when you move the vertices.

    Wfr, Sindwiller

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