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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Jetsetlemming
    • May 18, 2008 at 1:52 PM
    • #5,701

    [Blocked Image: http://img233.imageshack.us/img233/230/jslmap1wv4.jpg]

    [Blocked Image: http://img352.imageshack.us/img352/2192/hl22008031101282028wo8.jpg]

    [Blocked Image: http://img352.imageshack.us/img352/3512/hl22008031101285456jv7.jpg]

    [Blocked Image: http://img233.imageshack.us/img233/6121/jslmap2xq4.jpg]

    This an experimental map to see what I can do with very, very large scale outdoor scenery in Source. The skybox is about 1/4 the size of the entire Hammer grid, multiplied x16 by the engine, making it several miles across. Here's a pic in editor of the skybox:

    [Blocked Image: http://img393.imageshack.us/img393/5153/dfmap3ja2.jpg]

    I originally terrain mapped the entire grid, then after testing it ingame deleted the parts of the grid that weren't visible to the player, and pulled back the water brush. The empty spot in the middle is where the actual play area fits in.

    The only real problem I've had with this is texture alignment where the skybox touches the play area. I have to make the play area much bigger than I really need, scale textures, and distort the border with props and decorations to disguise it.

    I've yet to add anything to actually do in it yet, though. The "play area" is just a rectangular opening in the hills.

    (it also looks less impressive than it might be capable of because I'm running in DX8 mode by necessity (Stupid Radeon 9250, not having SM2 support...) and compiled the map with rad in fast mode)

  • Psy
    • May 18, 2008 at 2:48 PM
    • #5,702

    Why does it look so grainy? It's like you applied a sharpen filter 100 times.

  • Jetsetlemming
    • May 18, 2008 at 3:54 PM
    • #5,703

    Low resolution? No AA/AF? JPG compression? FRAPS screenshot algorithm? Take your pick.

  • Buddy
    • May 18, 2008 at 4:05 PM
    • #5,704
    Quote from Jetsetlemming

    Low resolution? No AA/AF? JPG compression? FRAPS screenshot algorithm? Take your pick.

    No Mipmapping Actually.

  • Freak
    • May 18, 2008 at 5:15 PM
    • #5,705

    a bit round hills ^^

  • -rt-
    • May 18, 2008 at 9:03 PM
    • #5,706

    what do you think about it?!

  • Freak
    • May 19, 2008 at 7:18 AM
    • #5,707

    i like the idea of painted textures, the 2nd shot is a bit dark in my view, and the texture of these pillars looks so repetitive

  • m8nkey
    • May 19, 2008 at 8:03 AM
    • #5,708
    Quote from hessi

    It's a BSP based engine, what do you expect?

    STFU. you even have to look up at wikipedia what BSP means.

    god, i hate it when "artists" talk about technical detail they know shit about (((

    BSP is a simple concept, even an "artist" should understand it.

  • dissonance
    • May 19, 2008 at 6:16 PM
    • #5,709
    Quote from m8nkey

    STFU. you even have to look up at wikipedia what BSP means.god, i hate it when "artists" talk about technical detail they know shit about (((

    BSP is a simple concept, even an "artist" should understand it.

  • Erratic
    • May 19, 2008 at 7:24 PM
    • #5,710
    Quote from m8nkey

    STFU. you even have to look up at wikipedia what BSP means.god, i hate it when "artists" talk about technical detail they know shit about (((

    BSP is a simple concept, even an "artist" should understand it.so, it's like brushes n' stuff, right?

  • Minos
    • May 19, 2008 at 7:46 PM
    • #5,711
    Quote from hessi

    It's a BSP based engine, what do you expect?

    STFU. you even have to look up at wikipedia what BSP means.

    god, i hate it when "artists" talk about technical detail they know shit about (((

    :lol: :lol:

  • Buddy
    • May 19, 2008 at 8:09 PM
    • #5,712

    Great work on the map, keep it coming, i want to see it done .

  • PhilipK
    • May 19, 2008 at 8:13 PM
    • #5,713

    Err... going a bit offtopic here?

    And whats with the attitude(s)?

  • -HP-
    • May 19, 2008 at 8:14 PM
    • #5,714

    Indeed, chill the fuck up.

  • Thrik
    • May 20, 2008 at 1:34 PM
    • #5,715

    Wow @ the crazy responses to HP's jokey throwaway dig at Source's long-winded nature.

  • ⌐■_■
    • May 21, 2008 at 12:30 AM
    • #5,716

    yeah surprises me to see minoz even poke up the fire (being a mod and stuff).. but whatever

    Jetsetlemming, sounds interesting. what are you heading for?

  • Jetsetlemming
    • May 21, 2008 at 1:36 AM
    • #5,717
    Quote from killertomato

    Jetsetlemming, sounds interesting. what are you heading for?

    The initial inspiration was Dwarf Fortress, and it's made in standard HL2 in the Source SDK. I suppose once I've got farther along I'll try and tack on a game mode and make it a HL2 DM, CSS, or Zombie Master (or some other Source Mod) map. I've got pretty good ideas on how I could base a ZM or CSS map on a Dwarven fortress.

  • DvS
    • May 22, 2008 at 5:53 PM
    • #5,718

    [Blocked Image: http://img222.imagevenue.com/loc168/th_72536_inkan0027_122_168lo.jpg][Blocked Image: http://img137.imagevenue.com/loc1161/th_72539_inkan0026_122_1161lo.jpg][Blocked Image: http://img213.imagevenue.com/loc411/th_72573_inkan0025_122_411lo.jpg][Blocked Image: http://img195.imagevenue.com/loc61/th_72585_inkan0024_122_61lo.jpg]

    Just for kicks, nothing too serious. Planning to change the texture set and make a more realistic skybox.

  • Marcos
    • May 22, 2008 at 6:18 PM
    • #5,719

    Oh nice! That is some cool refreshing stuff DvS! What about a TF2 map with this kind of style?

  • ⌐■_■
    • May 22, 2008 at 7:01 PM
    • #5,720

    hmm looks different. reminds me a tiny little bit of salvador dali

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