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[WIP] Presidio

  • R_Yell
  • December 13, 2005 at 7:12 PM
  • Taylor Swift
    • March 17, 2006 at 5:24 PM
    • #121

    I somehow feel strange when i see the pic of the map. Of course because this is first time i see it but perhaps it's because I'm working on my bigscaled battlefield2 map and hl2's map's feels small/cramped and the terrain is not perfect.. Haha.. forget it it's just how i feel.

    Nice update on this map I will play it when it's out

    According to the lighting.. It's to yellow please change it up to another brighter

    daylight value.. It just doesnt look right. Or pimp it up with HDR effects..

    this ingame lighting seems too look brighter right?

    [Blocked Image: http://images.slashdot.org/articles/05/07/bf2screen1.jpg]

    [Blocked Image: http://image.jeuxvideo.com/images/pc/b/f/bfd2pc042.jpg]

    ?

  • RD
    • March 17, 2006 at 6:23 PM
    • #122

    Its flabbering!

    But still want colored lights in caves

  • KoKo5oVaR
    • March 17, 2006 at 6:36 PM
    • #123

    stop photoshopping your screenshots nexus ;x

  • R_Yell
    • March 17, 2006 at 6:52 PM
    • #124

    He he, more props, ok

    Quote

    I'm working on my bigscaled battlefield2 map and hl2's map's feels small/cramped and the terrain is not perfect.. Haha.. forget it it's just how i feel.

    Yes I know, I like a lot big landscapes and engines that supports that, it's nice how BF2 or far cry rescales the geometry for example. I tried to make something similar, at least for low end systems. My main mountains are a model and has a second LOD with much lower poly count, so people that select low models will see it in game:

    [Blocked Image: http://img230.imageshack.us/img230/1334/presidiorc100258ud.th.jpg]

    Source wasn't created for such terrains, but we can push much more. If this map wasn't meant for multiplayer you could bet the 3dskybox would have x2 or x3 more detail.

    About lighting, maybe my LCD monitor has not enought bright so it looks good to me, but I'll check that thx.

    Quote

    But still want colored lights in caves

    I added some fake lights, but just white-boring color

  • R_Yell
    • April 8, 2006 at 6:16 PM
    • #125

    Added a normal map from HL2, and voilá

    [Blocked Image: http://images3.pictiger.com/thumbs/45/c04fefe3ccbd80aff53fdab414abb845.th.jpg]

    100 times better at least. Even I'd say that normal map didn't look so good in HL2

  • PhilipK
    • April 8, 2006 at 6:33 PM
    • #126

    yes that did make them look better indeed

    this map is comming along greatly

    its really nice that youve spent so much time on the environment outside the actual playing area.

  • R_Yell
    • April 8, 2006 at 6:51 PM
    • #127

    That's playing area too, but you are right, 3dskybox took me some time.

  • R_Yell
    • May 6, 2006 at 7:40 PM
    • #128

    One more update, maybe the last, or maybe not

    [Blocked Image: http://images5.pictiger.com/thumbs/28/d178b1d7a8f450c8671458698b208828.th.jpg] [Blocked Image: http://images5.pictiger.com/thumbs/ec/8fdaf5b31193f471b8f232f261d6b5ec.th.jpg] [Blocked Image: http://images5.pictiger.com/thumbs/24/f267058227cf327f9e3d2e13d4dfba24.th.jpg]

    I replaced the 3dskybox mountains with a far superior (for me) model, more real thanks to a high poly model erosionated. I used world machine for that. The texture also could be improved, I have some ideas.

  • Phatsniper
    • May 6, 2006 at 7:53 PM
    • #129

    Holy shit those new mountains look kick ass, nice!

  • MJ
    • May 7, 2006 at 2:40 AM
    • #130

    now this guy knows how to use displacements..bravo!

  • Bic-B@ll
    • May 7, 2006 at 5:20 AM
    • #131

    i liked that you colored the skybox to match the ground texture as closely as you can, it's very important that there is not contrast between the two becuase it looks terrible if there is.

  • R_Yell
    • May 7, 2006 at 1:09 PM
    • #132

    Here's an updated skin for the mountains

    [Blocked Image: http://images4.pictiger.com/thumbs/e5/ba5a2abc59ba1b2133d53ebdde55d4e5.th.jpg]

    Quote

    i liked that you colored the skybox to match the ground texture as closely as you can, it's very important that there is not contrast between the two becuase it looks terrible if there is.

    Yes, the objective was that, made smoothest possible transition between the two, it's going to be very present. It's strange, but looks better looking closely than from medium distance (angle), I'm also using a bigger texture scale outside to prevent excesive tiling

    [Blocked Image: http://images4.pictiger.com/thumbs/da/fc86a99690b5f88a3ba1c785be7c6fda.th.jpg] [Blocked Image: http://images4.pictiger.com/thumbs/57/ea6249c780b39e62b1bd9d837313d557.th.jpg]

  • Zacker
    • May 7, 2006 at 1:49 PM
    • #133

    So it is actually possible to make ok looking terrain with the hammer displacement editor? Who should have believed that...

  • R_Yell
    • May 7, 2006 at 3:54 PM
    • #134

    This map is not the best example, because I'm only using a very simple displacement+custom mountains model to simulate a big canyon. I can't spend much more resources, but it's starting to look credible.

    There are lots of shortcomings, but none that can't stop large terrains with a decent amount of detail. The tools are also behind other editors, that means more effort for the mapper, Hammer is only for brave guys!

    I'm actually designing a map for Empires, based on my mvalley scene (check portfolio). This terrain will use the full Hammer grid for playing area, and also a large 3dskybox to magnify open range sensation.

  • Meotwister
    • May 9, 2006 at 7:46 PM
    • #135

    holy bejesus that should be cool.

  • R_Yell
    • August 19, 2006 at 3:17 PM
    • #136

    Quite a few time without working on this one. I've been replacing some stock textures with custom ones. Here is the result: stucco with dirt and wall whitewhased with some cracks, both are photos retouched.

    [Blocked Image: http://images5.pictiger.com/thumbs/31/2dd93a566b30ec80b9e27aa6566f2031.th.jpg]

    [Blocked Image: http://images5.pictiger.com/thumbs/51/157576e4543b99f79d4e98055afdc851.th.jpg]

    [Blocked Image: http://images5.pictiger.com/thumbs/15/626bff5049ebd93c9b28b6e1f9cae015.th.jpg]

    [Blocked Image: http://images5.pictiger.com/thumbs/bd/dfdac9034b89cfea7bcf2403d364f6bd.th.jpg]

    [Blocked Image: http://images5.pictiger.com/thumbs/3a/2d8c92e5fae89f535f5feadb6ff7063a.th.jpg]

  • hessi
    • August 19, 2006 at 3:38 PM
    • #137

    the plant is a bit too dark. increase the textures brightness or reorientate the vertexnormals to straight up

    rest looks still nice

  • Minos
    • August 19, 2006 at 4:46 PM
    • #138

    Very nice stuff The arches in the second shot need some work imo.

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