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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • blackdog
    • May 25, 2014 at 10:06 AM
    • #11,061
    Quote from spence

    Found some more time to work on my airport map (cs_hijack) now that exams are almost finished for the year.


    Cool!

    Oh damn, I have some sketches on paper of something very similar I wanted to make

  • Squad
    • May 26, 2014 at 12:01 AM
    • #11,062
    Quote from spence

    Found some more time to work on my airport map (cs_hijack) now that exams are almost finished for the year.


    Looks really cool, spence! I'm gonna check it out as soon as I can. May take a few days as I've just moved into a new appartment this weekend and I didn't bring my PC yet (currently on a very crappy laptop ).

  • cashed
    • May 26, 2014 at 6:00 PM
    • #11,063

    almost done with de_fuel just a few more tweaks (also updated the workshop link )


    [Blocked Image: http://i.imgur.com/EJ7KRlf.jpg]

  • AlexM
    • May 27, 2014 at 4:47 AM
    • #11,064
    Quote from Minos

    Not sure where to post this, here's a first iteration of a parallax material in Unreal 4


    [Blocked Image: http://thiagoklafke.com/futuresampa/wip01/sampa_parallax01.gif]


    can you explain what goes into it? Are there a lot of interacting layers?


    It's one of those things where I start to worry the shader complexity is so large that it might actually be better to model it out in cases where you are fill rate limited.

  • SuperDuperYeah
    • May 27, 2014 at 5:57 AM
    • #11,065
    Quote from AlexM

    can you explain what goes into it? Are there a lot of interacting layers?


    It's one of those things where I start to worry the shader complexity is so large that it might actually be better to model it out in cases where you are fill rate limited.


    Would totally love to know too. Impressive stuff still.

  • The Horse Strangler
    • May 27, 2014 at 8:04 AM
    • #11,066

    It's just a bumpoffset node that acts as a UV for a texture. There are a few tutorials on it floating around youtube.

  • spence
    • May 27, 2014 at 4:23 PM
    • #11,067

    It reminds me of another similar technique, interior mapping: http://interiormapping.oogst3d.net/

  • Minos
    • May 27, 2014 at 6:19 PM
    • #11,068
    Quote from AlexM

    can you explain what goes into it? Are there a lot of interacting layers?


    It's one of those things where I start to worry the shader complexity is so large that it might actually be better to model it out in cases where you are fill rate limited.


    It's a pretty simple shader actually, the tricky part is making good parallax layers that tile well and look believable


    Here's a UDK tutorial, the nodes are still the same in Unreal 4:

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  • FMPONE
    • May 28, 2014 at 1:53 AM
    • #11,069

    Been working on this while I polish Crown, it's based on a piece of concept art by Jonas De Ro. He was nice enough to approve:


    [Blocked Image: http://theroundtablet.com/wp-content/uploads/2011/07/oaks-crossing.jpg]

    [Blocked Image: http://i.imgur.com/3ymPkBY.jpg]


    This is probably gonna be a solo project.

  • ShockaPop
    • May 28, 2014 at 6:28 AM
    • #11,070

    FMPONE, that looks amazing!

  • Spherix
    • May 28, 2014 at 8:23 AM
    • #11,071

    Daaaayum. Did you use displacements for those rounded roofs or models? Needs more mountains btw

  • text_fish
    • May 28, 2014 at 8:32 AM
    • #11,072

    Holy macaroni.

    Is that going to be a playable map or just a scene FMPONE?

  • FMPONE
    • May 28, 2014 at 11:17 AM
    • #11,073
    Quote from Spherix

    Daaaayum. Did you use displacements for those rounded roofs or models? Needs more mountains btw


    It's all displacements. Yeah mountains are on the way


    Quote from text_fish

    Holy macaroni.

    Is that going to be a playable map or just a scene FMPONE?


    A playable map

  • BJA
    • May 28, 2014 at 12:51 PM
    • #11,074

    Nice concept and great execution so far! I know it's all wip, but the moss on the ground looks a bit random. Would also help for gameplay/player leading to make the stone path more like in the concept.

  • Campaignjunkie
    • May 28, 2014 at 4:02 PM
    • #11,075

    working on an homage to "The Garden of Forking Paths"


    [Blocked Image: http://static.mapcore.org/uploads/monthly_05_2014/post-13234-0-63628400-1401289290.gif]

  • General Vivi
    • May 28, 2014 at 9:13 PM
    • #11,076

    Awesome man, looks sick. I assume Unity?

  • FMPONE
    • May 28, 2014 at 10:21 PM
    • #11,077
    Quote from Campaignjunkie

    working on an homage to "The Garden of Forking Paths"


    I get very strong Ocarina of Time vibes from the first garden screenshot

  • mr.P
    • May 29, 2014 at 4:31 AM
    • #11,078
    Quote from FMPONE

    Been working on this while I polish Crown, it's based on a piece of concept art by Jonas De Ro. He was nice enough to approve:


    [Blocked Image: http://theroundtablet.com/wp-content/uploads/2011/07/oaks-crossing.jpg]

    [Blocked Image: http://i.imgur.com/3ymPkBY.jpg]


    This is probably gonna be a solo project.

    Display More


    awesome! makes me wanna have some mead! reminds me on witcher on happy pillz,...want interiors on all houses only lit by candles!

  • PogoP
    • May 29, 2014 at 9:07 AM
    • #11,079

    Reminds me of DoD! Looking cool so far. Any custom textures?

  • FMPONE
    • May 29, 2014 at 9:44 AM
    • #11,080

    There's custom textures but it's a lot of editing existing stuff/placeholder stuff I need to replace later.


    Also, I may or may not be channeling my inner DoD-fan, since it may never return, or so it seems. That game was peak Maps.

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