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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • VoodooBenshee
    • March 10, 2007 at 7:58 PM
    • #3,461

    first and second pic you can see the watergate

  • ReNo
    • March 10, 2007 at 9:12 PM
    • #3,462

    Jesus, that's quite the disaster area isn't it? Trains, cars and ships sharing the same space...terribly unlucky really! I think you need to get some damage to the terrain under the train, as it looks like it was placed delicately on the ground just now. In fact I think the terrain in general could be improved a lot, as it currently looks very flat, featureless, and devoid of contrast. Lighting in the scene is rather weak too - you could use more defined shadows IMO.

  • bartollo
    • March 11, 2007 at 6:44 AM
    • #3,463
    Quote from zeon

    come on.. haven't you ever seen ships falling from the skies?...

    man get real..

  • Skjalg
    • March 11, 2007 at 8:01 AM
    • #3,464
    Quote from ReNo

    Jesus, that's quite the disaster area isn't it? Trains, cars and ships sharing the same space...terribly unlucky really! I think you need to get some damage to the terrain under the train, as it looks like it was placed delicately on the ground just now. In fact I think the terrain in general could be improved a lot, as it currently looks very flat, featureless, and devoid of contrast. Lighting in the scene is rather weak too - you could use more defined shadows IMO.

    I agree.. It also lacks the feeeel

  • sk3tch
    • March 11, 2007 at 8:18 AM
    • #3,465

    [Blocked Image: http://img220.imageshack.us/img220/8881/denighthawk050000as4.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/2183/denighthawk050011lh2.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/6968/denighthawk050007oy8.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/7959/denighthawk050006ss1.jpg]

    [Blocked Image: http://img220.imageshack.us/img220/9629/denighthawk050003px5.jpg]

  • hessi
    • March 11, 2007 at 10:16 AM
    • #3,466

    the airplane is awefully brushed D: make it a model and give it a propper material with cool shaders (phong for example)

  • Campaignjunkie
    • March 11, 2007 at 10:20 AM
    • #3,467

    Haven't had any work to post for a while - well here's something now! Right now I'm finishing up what is quite possibly my last HL1 project, a Prince of Persia themed singleplayer climb; it's kind of like a poor man's Lost Coast. The only thing stopping me is that I keep hitting the max_engine_entity limit! Anyway...

    [Blocked Image: http://i16.tinypic.com/4cjsni9.jpg]

    [Blocked Image: http://i17.tinypic.com/2w59awl.jpg]

    [Blocked Image: http://i18.tinypic.com/3z0979w.jpg]

    [Blocked Image: http://i15.tinypic.com/434rkg4.jpg]

    I'm really not happy with how the cliff turned out, it's really uniformly lit, but I don't have any resources to spare on detailing it any further. Oh well. C'est la vie.

  • Hourences
    • March 11, 2007 at 10:54 AM
    • #3,468

    Dont you have another and larger scaled rock texture for the cliff? You can see it tile and the texture itself doesnt has enough structure, it looks very noise like and without much definition. Bigger scale and more definition would help imo.

  • Vinny Testaverde
    • March 11, 2007 at 2:50 PM
    • #3,469

    I can't believe it's not sauce!

    wow real nice map, whats the r_speeds/fps?

    perhaps it could be something you can port over to hl2? no?

  • KoKo5oVaR
    • March 11, 2007 at 3:03 PM
    • #3,470

    Wow campaignjunkie i remember seeing this maybe 2 years ago on snarkpit , fantastic work you did there and even better : singleplayer , i'm pretty eager to try it out

  • ReNo
    • March 11, 2007 at 7:13 PM
    • #3,471

    Great to see you're still working on this CJ, I love the grandeur of it all. I can see your concern with the cliff; it isn't looking as nice as other parts but I've no doubt you've done pretty much everything you can with optimisation to push the limits, so I wouldn't worry too much about it. Is that an angle you can see it from during gameplay? I'm sure most people will be suitably impressed by the overall scale of the scene that the perhaps lacking detail will be overlooked. I do feel the grey rocks with grey structures looks a little monotone though - have you tried a browner hue on the cliffs?

  • Grinwhrl
    • March 11, 2007 at 7:33 PM
    • #3,472

    campaignjunkie, I think it looks awesome. Despite some of the textures, it looks like it would be fun to play it. I love the reflections on the floor.

  • ifO
    • March 12, 2007 at 9:15 AM
    • #3,473

    Wow CJ, I love it! The scale of it is awesome.

    That reflective floor takes me back to an old map I once started for Existence, it was kinda lobby-like too, wasn't nearly as grand as yours though.

    The textures are kinda old-school but I think that adds to its charm, very nice!

  • JamesL
    • March 12, 2007 at 9:37 AM
    • #3,474

    Looks fabulous, Hopefully the player will be paying attention to the jumps on those cliffs not the stretching. Make sure you get in as much howling desert wind as you can to heighten the fear of falling / getting blown off.

  • Zacker
    • March 12, 2007 at 10:48 AM
    • #3,475

    It looked very nice when you showed it the first time and it still holds up pretty well. The blocky rocks and the fake 3d thingies on the houses are two things which really look annoying, but also not anything you can do anything about without raising the polycount a lot.

  • Schmung
    • March 12, 2007 at 1:32 PM
    • #3,476

    That rockface level looks stunning. What texture set is that? Looks awesome.

    A rock texture that utilises the random texture tiling feature might work nicely, though it'd bump up your texture memory limitations a fair bit.

  • ReNo
    • March 12, 2007 at 1:46 PM
    • #3,477

    I thought random tiling in Half-Life only worked in Software mode?

  • Minos
    • March 12, 2007 at 3:25 PM
    • #3,478
    Quote from ReNo

    I thought random tiling in Half-Life only worked in Software mode?

    it works in opengl as well. I had to replace some textures in dm_avon because they were not perfectly tiled ingame.

  • D3ads
    • March 12, 2007 at 6:31 PM
    • #3,479

    Holy shit that is fucking sexy, I can't wait to play it

    About random tiling, it doesn't tile properly since the textures seem to tile about half-way into the previous texture if that makes sense? Makes for lots of brush edges in between the texture defuses and looks ever so slightly crappy.

    I'd work on adding some detail textures to the rock perhaps, make a 512x512 defuse, greyscale it and up the brightness 75% and save two versions, one as a TGA in your gfx/detail folder and the other as a half-size 256x256 map in the wadfile. Then make a detail texture file (ie cj_map_detail) in the maps folder and add the lines, replacing the relevant filenames:

    reallybigrock detail/reallybigrock 1.0 1.0

    Presto, a 512x512 rock texture without the insane wpoly cutups!

    Wouldn't hurt to add that to other textures too, makes for more crispness on the standard size HL textures

    Props to ifO for that tip!

  • ifO
    • March 12, 2007 at 10:35 PM
    • #3,480

    detailtextures for the win.

    Slightly old pics but you can see some detailtextures using the method D3ads described on the walls and main pavement texture here and here. The better of the textures are by a Hostile Intent mapper called Bruno who did the same thing in hi_alandalus - one of the prettiest HL maps ever.

    For those rocks yeah you could just take a 512x512 texture meant for Source of some other curr gen game and use that as D3ads says.

    Did you ever find a use for that method D3ads?

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