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[WIP] Presidio

  • R_Yell
  • December 13, 2005 at 7:12 PM
  • R_Yell
    • January 1, 2006 at 12:16 PM
    • #21

    The big problem with this map is that you can't control visibility easily, it's deliberately open layout. So I can't add whatever details I want, mostly solid geometry. Models can be faded out or get LOD levels, so I'll a lot lot of them in certain areas. And decals, I'm starting to made all sort of cracks and such. Most problematic part is church's facade, just the place with worst FPS. But worst doesn't mean bad here just less that other parts, I'm not getting bad FPS in any place, so I'll push the limits a bit more. But it's a multiplayer level, so my concern is getting good solid frame rate.

    This is the building I used like reference, most missions were really simple and cheap buildings.

    [Blocked Image: http://img471.imageshack.us/img471/4679/ncx216yp.th.jpg]

  • RD
    • January 1, 2006 at 12:17 PM
    • #22

    Holy fuck

    It looks amazing now. Great mountains and light. I hope you dont screw the layout, it could be mapkorpak material

  • Bluestrike
    • January 1, 2006 at 1:39 PM
    • #23

    He said the map was for a mod RD :)

    The map looks pretty cool to me, I was wondering how you check with hdr on, just running the map in css?

    Tought valve didn't release the code yet for hdr or am I wrong?

  • R_Yell
    • January 1, 2006 at 3:11 PM
    • #24

    Yes, this is for Wanted: Outlaws and Lawmen, the spaguetti western mod. If some of you are interested in the wild west, Sergio Leone movies and such, we look for more mappers!

  • FrieChamp
    • January 1, 2006 at 3:24 PM
    • #25

    Ok now we're talking, I'm curious how the transition to the skybox looks like ingame, on the screenshots the scenery looks amazing!

  • R_Yell
    • January 1, 2006 at 4:19 PM
    • #26

    [Blocked Image: http://img384.imageshack.us/img384/8534/manbetatest00286iz.th.jpg] [Blocked Image: http://img384.imageshack.us/img384/1797/manbetatest00292mv.th.jpg]

    Transition can be improved a bit I think, need to test some changes with texture scales. Would be something like this: 3dskybox displacement tiles near map have almost same scale that main terrain, and the far they are the bigger scale is to prevent tiling. I'll add some variation with decals and some rocks here and there. There is a big cemetery with lot of crosses at one of the sides, as a tribute to "the good, the bad and the ugly", but need to tweak it a bit. Mountains texture is not finished.

  • General Vivi
    • January 2, 2006 at 4:21 AM
    • #27

    nice stuff r_yell . makes me happy and somewhat tingly inside..... mostly tingly ......

  • Campaignjunkie
    • January 2, 2006 at 4:54 AM
    • #28

    If you haven't already, put an env_fogcontroller in your level. With it, along with fog, you can set a "Maximum Viewable Distance" that VIS will use. It's pretty handy when used together with fog; virtually unnoticeable at times.

  • misterbister
    • January 2, 2006 at 8:16 AM
    • #29

    Its a pretty good idea i think, however right now it feels too barren. Add more cactuses and stuff. Props here and there would be nice aswell.

    I agree with those saying the rocks look too smooth.

    Maybe you should replace the ground texture with something more interesting?

    Right now both the mountains and the ground have the same colour, and that just adds to the empty feeling.

    Judging by the pics of the area, the ground looks alot brighter than the mountains around it.

  • R_Yell
    • January 2, 2006 at 9:27 PM
    • #30
    Quote

    nice stuff r_yell . makes me happy and somewhat tingly inside..... mostly tingly ......

    thx general!

    Quote

    If you haven't already, put an env_fogcontroller in your level. With it, along with fog, you can set a "Maximum Viewable Distance" that VIS will use. It's pretty handy when used together with fog; virtually unnoticeable at times.

    I used that method in some open range maps, but this one uses a more sophisticated design, so I think that will not be needed. But as I said, isn't easy to optimice leafs vis. Thx anyway.

    Quote

    I agree with those saying the rocks look too smooth. Maybe you should replace the ground texture with something more interesting?

    I'm not satisfied at all with ground texture, but haven't found yet a good replacement. Rocks aren't finished, I guarantee better looking rocks or I'll refund your money

  • R_Yell
    • January 7, 2006 at 12:50 PM
    • #31

    This is a reworked mission façade

    [Blocked Image: http://img233.imageshack.us/img233/2686/manbetatest00328vn.th.jpg]

    I also want to make sides less repetitive.

  • Bic-B@ll
    • January 8, 2006 at 1:48 AM
    • #32

    i like it, although you should make each square on the front extend out a little bit to give it a more 3d look, and maybe make the second square have a rounded top with a funky something at the top, just to keep things pretty

  • Grinwhrl
    • January 8, 2006 at 5:45 AM
    • #33

    looks excelent, and each square is out to give it a 3d look

  • Bic-B@ll
    • January 8, 2006 at 6:09 AM
    • #34

    not the square itself, but the level inside

  • RA7
    • January 10, 2006 at 6:04 PM
    • #35

    BETA :roll: ?

  • Irish
    • January 11, 2006 at 5:05 AM
    • #36
    Quote from RA7

    BETA :roll: ?

    I don't think the mods been released yet

    Quote from R_Yell

    This is a map I'm making for a mod called Wanted: Outlaws&Lawmen.

  • R_Yell
    • January 11, 2006 at 8:44 PM
    • #37

    Yes, not public release yet.

    I have created a new set of materials, hope you like the new terrain (I keep working on it):

    [Blocked Image: http://img415.imageshack.us/img415/6382/lostvalley01259pr.th.jpg] [Blocked Image: http://img415.imageshack.us/img415/5172/lostvalley01245lu.th.jpg]

    I'll start soon with mountains texture, actual would be some kind of base texture.

  • Schmung
    • January 11, 2006 at 8:53 PM
    • #38

    Much bettar.

    Riverbed is loverly. Rocks still look too smotoh and rather un-rocklike though. Love how the skybox merges though. Keep up the good work!

  • R_Yell
    • January 11, 2006 at 9:28 PM
    • #39

    Rocks aren't so smooth in close view, as you can see here:

    [Blocked Image: http://img202.imageshack.us/img202/5224/lostvalley01199km.th.jpg]

    But IMO no miracles can be made with this mesh, so I would need to add custom rock models (like far cry maps, to put in perspective)

    [Blocked Image: http://img202.imageshack.us/img202/3764/lostvalley01260ml.th.jpg]

  • RD
    • January 11, 2006 at 9:29 PM
    • #40

    is that a cave?

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