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Started work on the blue base for my TF2 map today. It's still WIP.
The chrome textures show up really weird, I think it's because they rely very strongly on cubemaps.
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Started work on the blue base for my TF2 map today. It's still WIP.
The chrome textures show up really weird, I think it's because they rely very strongly on cubemaps.
yes, have some cubemaps in every room
Did a bit more on it today, messed around with all of it and made my own water using a tutorial by Hourences (btw yes i know it's even more far cry now :roll: )...better?
EDITED: after post below:
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Old image: http://img117.imageshack.us/img117/7905 ... l22tp1.jpg
Just for the record i'm not actually making this into a level, it's just something i'm using as a playground while i learn the editor
Good stuff, although I think you're coming dangerously close to having a cartoony look to some of your foliage.
One area that Crysis really moved on from Far Cry is that it made everything not quite so overwhelmingly green, as too much solid green looks both unnatural and adds to the cartoon feel.
If you check out some real tropical areas you'll notice that the majority of green patches are a little more desaturated, and the lighting on them is broken up so you don't have any big patches of solid green.
I think you could fix most of it by just revising the textures and putting more yellow and other plant colours in there, and perhaps adjust the lighting so there's more shading (or just do it with textures) on the grass itself.
The trees look great though. They're a bit more multi-coloured and it shows. ![]()
HDR is a bit bright, too. I don't think you'd get an effect like that through your own eyes or a camera.
Thanks for the tip, i know why the trees are more multicoloured - it's because i added a subsurface scattering effect so that blue from the sky comes through the leaves a bit. Ill tone down the ground foliage a bit though and see if that helps. The grass is just the default UT3 grass, i just copied it over to my texture package and made it a bit greener, so ill be able to tone that down easily.
In general i realise everything in the level is a bit OTT but that's the look i go for most of the time. I know its not technically realistic but i kinda like things that way
Also i upped the HDR/Brightness/Glow of the skybox to cover up the fact that it's a custom texture and it appears a bit crap without the effect to cover it up. I suppose once i research cloud cover etc i can sort all that out.
EDIT: I edited above image after a quick brightness change in regards to the foliage
That looks much much better, I agree with what Thrik is saying though, the green needs to be less bright.
Is that based on the edited 'less green' screenshot above?
good job pogop, hope to play it soon ![]()
Hi all !
I think I've finished this "map" and I'll now work on the UT3 's version of the editor (this one is made on the Roboblitz version).
This "map" was just an exercise to understand this editor ...
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Et voila !
Water is done with the really helpful Hourence's tutorial (http://www.hourences.com/book/tutorialsindex.htm). I've used it but deleted one group and simplify an other (this way i understand it better).
Some Q3:A screenshots from me... :roll:
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Quake 3
Looks ok, but the lighting is rather boring.
Quote from buddy the designerI've been just kinda surprised that someone still maps for it.
I'm sure he's not the only one.
I made a BSP ramp: http://img229.imageshack.us/img229/7827 ... 003dv9.jpg
Then I made it into a staticmesh ramp \o/
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With added brown.
I like that a lot. Impressive environment
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I've been working a bit on the lighting - it's all being playtested occasionally, so it's still in the alpha-phase. There's a hell of a lot of work left to do on texturing, detailing and polishing and I'm aware of that hehe.
That looks really, really good, Albatros. I love that atmosphere.
My TF2 map is complete now! Just have some fine tuning/3d skybox work to do, then I'll be releasing it. The lighting could also do with some work, it looks a little washed out as I was not compiling with VIS before and added more lights to compensate.
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Looking good Pogo
Yeah I agree, it looks washed out. Could you do you some sprite trickery to emphasise the lighting coming from the hole above, similarly to how the light shines through trees in Episode Two? You know, that beam-like effect.
Looks great though otherwise, and probably the highest-quality custom map I've seen yet. It's weird that not many people have been exploring the theme potential with TF2 custom maps, considering how much emphasis the official ones put on it (and consequently how cool it makes them).
The whole concept of secret Spy bases either hidden in existing buildings or built to look like normal buildings (wooden cows ;D) is awesome.
QuoteAlbatros":22m2r0iv]@GoSsS:I like that a lot. Impressive environment
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I've been working a bit on the lighting - it's all being playtested occasionally, so it's still in the alpha-phase. There's a hell of a lot of work left to do on texturing, detailing and polishing and I'm aware of that hehe.
what is thatwhite thign at the bottom left
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