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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Campaignjunkie
    • June 1, 2005 at 12:23 AM
    • #141

    [Blocked Image: http://img246.echo.cx/img246/3730/persiatest00037hr.th.jpg]

    Nothing much yet, just trying to break out of the "realistic prison-warehouse canal" kind of theme that everyone (including me) seems to be stuck in. I've since discovered that I find cartoony stuff much more difficult than realism since you just can't copy a photograph and call it done - a lot more "thinking" involved. Ideally I want a cross between Jet Grind Radio and World of Warcraft, but my art skills aren't really up to snuff.

  • Tequila
    • June 1, 2005 at 12:33 AM
    • #142
    Quote from Campaignjunkie

    [Blocked Image: http://img246.echo.cx/img246/3730/persiatest00037hr.th.jpg]Nothing much yet, just trying to break out of the "realistic prison-warehouse canal" kind of theme that everyone (including me) seems to be stuck in. I've since discovered that I find cartoony stuff much more difficult than realism since you just can't copy a photograph and call it done - a lot more "thinking" involved. Ideally I want a cross between Jet Grind Radio and World of Warcraft, but my art skills aren't really up to snuff.

    Shade my eyes, that looks great.

  • mike-0
    • June 1, 2005 at 12:33 AM
    • #143

    swifty - i like it alot, it maintains a steady color theme (in a good way).

    cj - not much to it atm, add more shit and postie~ i assume its a remake of persian letters?

  • von*ferret
    • June 1, 2005 at 12:54 AM
    • #144

    if you can get details in maintaining the theme rather conflicting, it would be awesome cj.

  • Zyn
    • June 1, 2005 at 1:14 AM
    • #145

    Tis' be great.

  • silver
    • June 1, 2005 at 11:02 AM
    • #146

    hmm as far as I can see from w0w, it has its own realism. I would say keep up the persianlike architecture, but redo the textures. I dont know what you are striving against, but especially the roof seems too cartoonish to be w0w

  • Grin
    • June 1, 2005 at 1:05 PM
    • #147

    Well this is very early wip (hmm, maybe 1%) just to show I'm not dead yet.

    [Blocked Image: http://koti.mbnet.fi/grin/kuvat/kentat/cloudswip.jpg]

  • silver
    • June 1, 2005 at 2:50 PM
    • #148

    lotr ??

  • Grin
    • June 1, 2005 at 2:57 PM
    • #149

    Nah, the idea is to build a dreamworld full of different kinds of areas. Your average Nipper map maybe..

  • ReNo
    • June 1, 2005 at 3:52 PM
    • #150

    Remember Silver, that CJ's map is a mix of WoW and Jet Set/Grind Radio

    Grin, this something you are thinking of entering into the Snarkpit's surreal map contest?

    http://www.snarkpit.net/features.php?pa ... les&id=175

  • KIIIA
    • June 1, 2005 at 4:05 PM
    • #151

    cj, how did you realize the cellshading?

    You did it with brushes somehow, right? There`s not an option in the compilers, to add that feature, is there?

  • ReNo
    • June 1, 2005 at 4:12 PM
    • #152

    Nah, not in HL or HL2 I'm afraid. It would probably be best to write shaders to do this for you, but CJ made up the technique for HL1 a good while back and it looks like he is using a similar one here. Here is his original tutorial on how to do it, though he said recently that he updated his technique a little...

    http://www.snarkpit.net/editing.php?pag ... e=HL&id=50

  • Grin
    • June 1, 2005 at 6:18 PM
    • #153

    ReNo, sure if I'll get the map finished in a quality that satisfies me, anyway I'm going to need help of a modeler for that, I've got some plans for one of the areas that would kick ass if done right.

    The problem is that I've got a busy summer coming, I'm working and I have other hobbies too.

  • mike-0
    • June 1, 2005 at 8:56 PM
    • #154

    thats a nice tutorial, maybe ill try it when exams are over

  • Campaignjunkie
    • June 1, 2005 at 10:36 PM
    • #155

    Yeah, it's brushes. It's also entity-intensive. It's also painstaking to build the outline of every object manually. But hey, I have all of my summer to waste dragging vertices, and hopefully the effect (in a complete map) will be worth the effort.

  • |FRITZ|
    • June 2, 2005 at 12:18 AM
    • #156

    Its's Half-life 2, the day of meticiously placing black brushes around your objects are over. Shaders can do all that, but that would require creating a mod, so it's pretty pointless.

  • Grin
    • June 2, 2005 at 10:56 PM
    • #157

    So, I got the layout of the map ready (on paper) and I've got most of the ideas for different areas, it could be wicked shit if I get it done. I'm going to need help of a modeler for this, I'm going to need some 10-15 small models and maybe one piece of architecture.

    I'm pretty much sure I'll try to make it in time for that snarkpit compo, I'll start asking for the modeler when I've got some more screenshots from different ideas so there can be some people who might actually be interested

  • ReNo
    • June 2, 2005 at 11:19 PM
    • #158

    Fritz, are you sure you need to create a new mod to have custom shaders? It seems that they are compiled into a DLL that must have a standard prefix - couldn't this DLL then be distributed and the shaders included in it be referenced in any custom materials?

  • mike-0
    • June 3, 2005 at 7:02 PM
    • #159

    aoosdfjd

  • Nazul
    • June 3, 2005 at 7:18 PM
    • #160
    Quote

    im not going to finish it or anything.

    Good =]

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