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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • insta
    • October 20, 2006 at 4:40 PM
    • #2,861
    Quote from hessi

    with a blend texture that tells the shader where in a blending parts should be visible or notmaybe i could write a quick tutorial on this

    I think you know more about the Source engine than what Valve does. Please write a tutorial

  • SnipaMasta
    • October 20, 2006 at 5:16 PM
    • #2,862

    I'm guessing that's how you did the bricks on dirt in Corse? My only gripe with that is that the bricks look like they're floating rather than "in" the grass. Looks like it works very well with snow though.

  • Defrag
    • October 20, 2006 at 5:29 PM
    • #2,863

    Yeah that's cool, hessi. A tutorial would be nice

  • hessi
    • October 20, 2006 at 5:32 PM
    • #2,864

    thx insta. i really dig for working at valve some day. that would be a goal i definitly want to reach. maybe only for a year or any limited period but seriously: valve makes the games i really love. working on such titles would be kick ass but i have to finish my bachelor degree first :/

    snipamasta: which bricks are you talking about? i used the blendtextures only on grass and ground tiles in de_corse.

    defrag: tutorial is on its way. just made the screenshots

  • Hourences
    • October 20, 2006 at 6:14 PM
    • #2,865

    Extreme wip, made in Max so obviously theres no light, shaders etc yet. Theres also no floor cause that has to be done with the engines terrain.

    The yellow stuff of the house will be more subtle once it has been shader'ified

    Rainy, gloomy fantasy like art noveau inspired nature canyon + house. DM Map. UT2007. Prob is the game only comes out in like half a year so while Im eager to go touch this up ingame it cant yet \o\

    White thing next to the house is a waterfall. Theres a large tripple waterfall on the other side of the map. The house is build on a deep canyon, a river flows below it. The house is actually just nothing more than a visual landmark and a powerup spawn area. The actual game takes place in a bunch of rocky canyons surrounding the house area.

    [Blocked Image: http://www.gamedesign.be/Hourences/ra2.jpg]

  • Erratic
    • October 20, 2006 at 7:10 PM
    • #2,866

    Looking very cool hourences but I'm wondering about this being for UT2007. Wouldn't there be a slew of problems that would come up with working on a map for a game/engine that's not available yet? Both technically and aesthetically?

    I'm sure you've got your angles covered, but I'm just curious

  • hessi
    • October 20, 2006 at 7:20 PM
    • #2,867

    http://www.thomashess.net/exchange/tuto ... xtures.pdf

    enjoy this stuff

  • nooba
    • October 21, 2006 at 6:54 AM
    • #2,868

    Thanks for all the comments

    hessi Thanks for the tutorial, I'll see what I can do with it

    teeluu Oz as in Aus as in Australia

  • Hourences
    • October 21, 2006 at 10:43 AM
    • #2,869
    Quote from Erratic

    Looking very cool hourences but I'm wondering about this being for UT2007. Wouldn't there be a slew of problems that would come up with working on a map for a game/engine that's not available yet? Both technically and aesthetically? I'm sure you've got your angles covered, but I'm just curious

    I got plenty of technical and aesthetical info/workarounds. Its being made completely in max and Im making all assets myself so I dont have to rely on any official asset nor worry about the consistency in tech, art or approach between my type of assets and theirs because there will only be mine.

    Its also very easy to scale up or down since its all max modeled and the floorplan nowhere relies on specific jump heights or distances and large jumps will be supported by steam jumppads so that wont be an issue either.

    Its also know that the game will be a blend between ut2004 movement and scale and ut1 so you can guess and estimate quite a lot, especially when you did extensive mapping for both games.

    And it takes quite some time making everything so i better start now cause I might not have the time for it in 7 months time. At the start of a games life cycle custom content is also most popular so the sooner after release I can release something the more rewarding it will be.

    Might start on a second map after this one, already got a second concept visualized.

  • KoKo5oVaR
    • October 21, 2006 at 10:49 AM
    • #2,870

    Hourences, you could definately gives a try for your map under Painkiller's engine, it certainly doesn't have all the fancy shaders ut2007 will have, but all the level design stuff is made with Max

  • e-freak
    • October 22, 2006 at 10:36 AM
    • #2,871

    Hessi: that tutorial rocks house

    thanks

  • FrieChamp
    • October 22, 2006 at 2:16 PM
    • #2,872
    Quote from hessi

    http://www.thomashess.net/exchange/tutor…xtures.pdfenjoy this stuff

    Might be worth to add it to the list here:

    http://www.mapcore.net/forums/viewtopic.php?t=5318

    Blaz?

  • Skjalg
    • October 24, 2006 at 2:49 AM
    • #2,873

    Testing some with PhilipK's excellent textures

    It's a cool style!

    Hope I didn't ruin your textures by using them like this

    [Blocked Image: http://skjalg.mapmonger.com/screenshots/test0042.jpg]

    updated the image with some of the feedback

  • Spellbinder
    • October 24, 2006 at 2:53 AM
    • #2,874

    I'm not any good at input and constructive critism so i just say, it looks nice!

  • dissonance
    • October 24, 2006 at 2:57 AM
    • #2,875

    doom 3.... source?

    looks excellent

  • sk3tch
    • October 24, 2006 at 3:15 AM
    • #2,876

    I'm sure Blazeeer is cussing you out as we read.

    ...Just kidding.

    Looks cool tho.

  • Skjalg
    • October 24, 2006 at 4:41 AM
    • #2,877
    Quote from dissonance

    doom 3.... source?looks excellent

    I'll take that as a huge compliment on my lighting ;D (its source).

    I've updated the picture a little (not much, really).

    Oh and spelly, you kick ass at criticism, stop saying you dont

  • dissonance
    • October 24, 2006 at 5:09 AM
    • #2,878

    the only way i knew it was source was the specular bits.

  • von*ferret
    • October 24, 2006 at 5:32 AM
    • #2,879

    very flat depth whise skalg. YOu have these great normal mapped textures but the geometry doesn't maximze their potential. Try to bring out the depth in the walls floors and ceilings more. Nice start, love the lighting.

  • Skjalg
    • October 24, 2006 at 6:28 AM
    • #2,880

    mm i know, been working on this just a couple of hours... been toying more with entities than with the design for now...

    time to go to bed

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