I think it looks better than you think it does ![]()
Is it just one model you're using or are there a few variations?
I think it looks better than you think it does ![]()
Is it just one model you're using or are there a few variations?
I like the lighting
Quote from QuotingmcStart of a demolition/arms race map. Credit to Yanzl, RZL and Puddy for textures and models.
I think that'll start looking damn nice once you split up the brown some with some desert plants etc..
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Quote from nicoredaSoo I tried to do something fun with this little rock...
Even it don't look good, it was funny to do this :lol:
This is for a remake of my old de_chanda
If it all is made of group of small models, won't it impact performance ?
Quote from nicoredaYeah I think it can impact performances but I'm not sure if it's only in hammer or also ingame. I have to check that, but it's possible since it do bad perf with multiple prop_static of grass.
Well, why don't you take a bit more time and make the whole cave a single model. Well i don't know much about modeling, and i don't know how will engine react to whole area being as model, but i know that few games levels are literally made from models
Quote from TenseiWell, why don't you take a bit more time and make the whole cave a single model. Well i don't know much about modeling, and i don't know how will engine react to whole area being as model, but i know that few games levels are literally made from models
Making bigger parts... yes but not entirely. I'm scared about the lighting on this engine with models, I really don't know for now. I'm in a state of making an "asset store" (I don't know the name in english, but making all models I need to make a map with them).
I have made this level http://steamcommunity.com/sharedfiles/fi…s/?id=135458640 using a lot of single part models, without performances problem on a GTS 250, so I think it's not necessary, well I'll see, thanks for the feedback ![]()
While it is not a bad idea, Source is also good at handling displacements and brushes on its own as long as you know what you're doing.
Of course, props are more efficient when it comes to very detailed subtle things such as windows, trims, corners, props and other details, but I don't think making the whole map out of them is a great idea.
Some things such as penetration, different graphic cards handling the map and collisions come into mind.
For example, the ground in the screenshot outside could be easily replaced with displacements, and to make it look just as good you could have a good texture on it.
There's a new feature that allows you to use Phong on non-model surfaces, so you could experiment with that too.
Just some of my thoughts, the screenshots look superb, it doesn't even look like Source engine!
Quote from TheGumaDisplay MoreWhile it is not a bad idea, Source is also good at handling displacements and brushes on its own as long as you know what you're doing.
Of course, props are more efficient when it comes to very detailed subtle things such as windows, trims, corners, props and other details, but I don't think making the whole map out of them is a great idea.
Some things such as penetration, different graphic cards handling the map and collisions come into mind.
For example, the ground in the screenshot outside could be easily replaced with displacements, and to make it look just as good you could have a good texture on it.
There's a new feature that allows you to use Phong on non-model surfaces, so you could experiment with that too.
Just some of my thoughts, the screenshots look superb, it doesn't even look like Source engine!
Currently I got this http://images.akamai.steamusercontent.com/ugc/4034333470…A99658B5F761E1/ (not as screenshot to not spam forum about my content) I set the floor as displacement here.
I know it's bad on source making entirely model, because there is no vis, so you have to cut with brush manually every pieces, so you have bsp behind models etc... I really hope Source 2 for cs:go will fix this issue.
Also, get to know where it is set, LA heh? Sounds awesome!
Getting a feel of the style for my map. Debating right now over if I want to go with day or night, I like the sunset but night would be cool and not to hard as most of map is close to walls (To attach lights to) or indoors:
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Having some fun with UE4, might make a little level. It takes about 1/1000th as long as using Source, that's for sure
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UE4 experiment day 2
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