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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Tequila
    • June 19, 2006 at 7:38 PM
    • #2,261

    Pegasus Bridge, yeeees. I've got a good book on it by the Band of Brothers guy, Stephen Ambrose.

    Looking mighty so far.

  • teeluu
    • June 19, 2006 at 9:17 PM
    • #2,262
    Quote from ginger_lord

    [Blocked Image: http://img470.imageshack.us/img470/585/pegasus0jq.th.jpg]

    I love the muddy look of the water, how's it done? Does it just blend to muddy texture on the displacement or what?

  • Ginger Lord
    • June 19, 2006 at 9:32 PM
    • #2,263

    Just a mud texture blend, plus one of the stock HL2 waters. The bridge is accurate dimensions in width and length (within 12") and not checked the height but it seems right. The pic you posted Bic isn't the original bridge.

  • Bic-B@ll
    • June 20, 2006 at 12:41 AM
    • #2,264

    i know, it's the saome location though it just looked too narrow in your picture.

  • mabufo
    • June 20, 2006 at 1:49 AM
    • #2,265

    I haven't been working long - but this is a map I am making so I can learn to control NPC characters. It's suposed to be a subway station - that happens to be based off of a real location known as 'woodhaven' in new york. (which you will see below)

    the map:

    [Blocked Image: http://img212.imageshack.us/img212/9725/spsubvia00008tu.jpg]

    the real location:

    [Blocked Image: http://img139.imageshack.us/img139/6941/woodhavenopen3oy.jpg]

    My questions are: How can I make mine look more like the real thing - and how can I make mine better in general? I have not added any fine detail yet - so aobviously the ligting isn't final either - but tips are, and will be apprechiated.

  • MJ
    • June 20, 2006 at 2:35 AM
    • #2,266

    finish the actual subway section, use white/light blue lights instead of the dark color you have now, add dirt, papers etc like in hl2. You should scale it down some, yours looks way wider then the picture.

  • Fletch
    • June 20, 2006 at 3:32 AM
    • #2,267

    first off, squeeze down your horozontal scaling in your screenshot. Your platform area is too wide, which will just end up making everything else overscaled.

    second, play with decals and overlays to get a nice grit going

    third, add a railing for that stairwell.

  • mabufo
    • June 20, 2006 at 4:48 AM
    • #2,268

    Thanks for the tip guys - I'll post an updated shot once I get some significant progress. I'll add in plenty of gritty detail. So far, I've shrunk the platform and added brush based railings and whatnot to the stairs.

  • von*ferret
    • June 20, 2006 at 5:28 AM
    • #2,269

    honestly in such a basic scene like that, lighting is going to be key in creating the right mood and making it realistic. So focus on lighting after improving the geometry of the scene. Like fletch pointed out.

  • THE Phreak
    • June 20, 2006 at 7:07 AM
    • #2,270
    Quote from ReNo

    I think that is asking a little much when the games set in Raccoon City all used prerendered background Not that you can't give it your best shot obviously, but I think matching the complexity of some of scenes is a little optimisitic.

    No, it's not.

  • skdr
    • June 20, 2006 at 8:35 AM
    • #2,271
    Quote from von*ferret

    honestly in such a basic scene like that, lighting is going to be key in creating the right mood and making it realistic. So focus on lighting after improving the geometry of the scene. Like fletch pointed out.

    Yeah, I came here to say the same thing. Need strong shadows and better light control.

  • michi.be
    • June 20, 2006 at 9:13 AM
    • #2,272

    im missing small details and some shadows in their. it looks to ambient lighted.

  • SKULLHOZER
    • June 20, 2006 at 1:18 PM
    • #2,273
    Quote from ginger_lord

    [Blocked Image: http://img470.imageshack.us/img470/585/pegasus0jq.th.jpg]

    Wonderfully recreated. I wonder though, can the bridge be raised (in-game)?

  • Tequila
    • June 20, 2006 at 3:09 PM
    • #2,274
    Quote from THE Phreak

    I think that is asking a little much when the games set in Raccoon City all used prerendered background Not that you can't give it your best shot obviously, but I think matching the complexity of some of scenes is a little optimisitic.

    No, it's not.

    Oh, but it really is. If you take even the most rudimentary look at old RE game backgrounds, such as RE2 and 3, there's more detail there than in ANY game. And Capcom can afford such detail, since it's all prerendered.

    To even come close to emulating that level of detail, you'd need hundreds upon hundreds of custom props, textures, decals etc.; a quality and quantity of assets beyond all but the professional developers.

    And THEN, if by some miracle you can get all the assets in place, managing performance will be a nightmare.

    It's just not viable.

  • SKULLHOZER
    • June 20, 2006 at 4:05 PM
    • #2,275

    Random stuff...

    [Blocked Image: http://img226.imageshack.us/img226/8120/shot14ak.jpg]

    [Blocked Image: http://img162.imageshack.us/img162/954/shot20ez.jpg]

    [Blocked Image: http://img134.imageshack.us/img134/2217/shot38au.jpg]

    [Blocked Image: http://img221.imageshack.us/img221/6555/shot43rb.jpg]

    [Blocked Image: http://img132.imageshack.us/img132/9130/shot53iw.jpg]

    [Blocked Image: http://img154.imageshack.us/img154/1764/shot60mf.jpg]

    [Blocked Image: http://img65.imageshack.us/img65/3929/shot77rm.jpg]

    ^ Hammer Shots!

    [Blocked Image: http://img90.imageshack.us/img90/651/shot85qo.jpg]

  • st0lve
    • June 20, 2006 at 4:21 PM
    • #2,276

    Ok so its killbox, killbox2, killboxoutdoors etc. etc.?

    Why are you stuck with HL wad and such? Man there are so many good custom textures out there for HL right now.

  • SKULLHOZER
    • June 20, 2006 at 4:31 PM
    • #2,277

    I just slapped those textures on* so that people could see what the geometry looks like – all that brushwork was covered in the SKY texture. Oh, and the only reason they’re covered in those particular textures is because those were the textures already loaded in Hammer.

    *Excluding the third and forth screenshots.

    Quote from st0lve

    Ok so its killbox, killbox2, killboxoutdoors etc. etc.?

    Um, actually, no. The last two screenshots are from an “aim_” map, correct. However, the rest of the screenshots just show WIP geometry that may or may not (more likely ) turn into full-sized “de_” or “cs_” maps.

  • D3ads
    • June 20, 2006 at 6:56 PM
    • #2,278
    Quote from Bic-B@ll

    [Blocked Image: http://static.flickr.com/42/104556146_b2572ce3ba_o.jpg]

    OMG, Bic that map is fantastic

    On the subject of matching Resident Evil scenes, think in terms of Silent Hill, the detail is quite high and everything is mostly modelled so it would work ok in source.

  • mabufo
    • June 20, 2006 at 9:59 PM
    • #2,279

    Is the lighting any better? I'm sort of hit or miss on that subject - but once I get something that looks good I sure can run with it

    [Blocked Image: http://img230.imageshack.us/img230/1305/spsubvia00028lc.jpg]

    Personally, I think the lighting - so far, is an improvement over what I had - but I'm interested in what you guys think.

    In other news, koko gave me the pimp monkey to proudly display as an avatar.

  • hamst3r
    • June 20, 2006 at 10:30 PM
    • #2,280

    It is a great improvement, but I think it would look better with more of a blue color scheme, kinda like de_prodigy, then mabey find away to incorporate some orange or dark yellow lights near the wall.

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