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[WIP] Presidio

  • R_Yell
  • December 13, 2005 at 7:12 PM
  • RD
    • January 15, 2006 at 9:31 PM
    • #61

    the rock outside looks amazing too imho

  • Algor
    • January 16, 2006 at 1:11 AM
    • #62

    holy shit, that owns.

  • von*ferret
    • January 16, 2006 at 4:04 AM
    • #63

    cave is really too smooth.

  • Defrag
    • January 16, 2006 at 7:22 AM
    • #64

    Nice stuff -- I especially like the texture/bumpiness of the cave wall

  • Taylor Swift
    • January 16, 2006 at 1:05 PM
    • #65
    Quote from von*ferret

    cave is really too smooth.

  • Grinwhrl
    • January 16, 2006 at 7:34 PM
    • #66

    That right image rock cliff looks simply amazing. Your are damn good at displacements, thats the nicest displacement i have seen

    Great work !!

    Caves can be very smooth like that by the way guys.

  • R_Yell
    • January 22, 2006 at 12:43 PM
    • #67

    A few more shots of caves, now it's closer final except some props not added yet.

    [Blocked Image: http://img44.imageshack.us/img44/5637/lostvalley01500ub.th.jpg] [Blocked Image: http://img44.imageshack.us/img44/3815/lostvalley01515hq.th.jpg][Blocked Image: http://img44.imageshack.us/img44/7756/lostvalley01533jz.th.jpg]

    And this one shows two props I made:

    [Blocked Image: http://img44.imageshack.us/img44/5278/lostvalley01525oq.th.jpg]

  • General Vivi
    • January 22, 2006 at 7:20 PM
    • #68

    what kind of props did you make for your cave?

  • RD
    • January 22, 2006 at 7:49 PM
    • #69

    amazing stuff like always. But just TRY for one compile to put in blue or green flares in the cave, even tho it might not fit the realism of the time, nobody cares when it looks amazing

  • R_Yell
    • January 23, 2006 at 12:27 AM
    • #70
    Quote

    what kind of props did you make for your cave?

    not modeled, not even decided yet, I tried to add some rocks but can't get proper lighting on them

    Quote

    put in blue or green flares in the cave, even tho it might not fit the realism of the time, nobody cares when it looks amazing

    ok RD, I'm trying to give a realistic look in this map, but I'll make just one compile with that lighting setup, just for fun.

  • R_Yell
    • January 27, 2006 at 1:27 AM
    • #71

    Some shots with new models, general improvements and HDR:

    [Blocked Image: http://img85.imageshack.us/img85/3771/manbetatest00340nl.th.jpg][Blocked Image: http://img85.imageshack.us/img85/2041/manbetatest00357gp.th.jpg][Blocked Image: http://img85.imageshack.us/img85/9162/manbetatest00360vc.th.jpg][Blocked Image: http://img85.imageshack.us/img85/6087/manbetatest00372jb.th.jpg]

    [Blocked Image: http://img85.imageshack.us/img85/6546/manbetatest00414xy.th.jpg][Blocked Image: http://img85.imageshack.us/img85/1009/manbetatest00407jo.th.jpg][Blocked Image: http://img85.imageshack.us/img85/3607/manbetatest00399bt.th.jpg][Blocked Image: http://img85.imageshack.us/img85/3078/manbetatest00384cx.th.jpg]

    [Blocked Image: http://img85.imageshack.us/img85/266/manbetatest00446jg.th.jpg][Blocked Image: http://img85.imageshack.us/img85/7964/manbetatest00437ln.th.jpg]

    Hope Valve adds HDR to HL2DM soon, because that pics were taken in DOD:S

  • insta
    • January 27, 2006 at 1:37 AM
    • #72

    I think all games on the Source engine supports HDR now. If the needed entities aren't in the fgd, just add them using smartedit since the engine will recognize them.

  • Bic-B@ll
    • January 27, 2006 at 2:12 AM
    • #73

    looks great, i like how you used three differen textures on the displacement, the cracked mud looks great. and on the second pic that plant looks great the pider web is a nice thing also, although why is it all pixelated, use a tga with transparancy so it will look smoother.

    a lot of the map is lacking in detail though

  • Skjalg
    • January 27, 2006 at 6:24 AM
    • #74

    This looks really awesum, but I can't help to think that this must be really laggy... especially in multiplayer...

    You should do a betatest at this stage, with or without HDR^^

  • General Vivi
    • January 27, 2006 at 7:29 AM
    • #75

    nice displacment work r_yell . i wish i could do that for sure do you have any sites that you used to look at when you started out?

  • Bic-B@ll
    • January 27, 2006 at 7:30 AM
    • #76

    the word is awesome

  • skdr
    • January 27, 2006 at 8:59 AM
    • #77
    Quote from insta

    I think all games on the Source engine supports HDR now. If the needed entities aren't in the fgd, just add them using smartedit since the engine will recognize them.

    Nope. Only cs:s, dod:s and lost coast are supported.

  • R_Yell
    • January 27, 2006 at 10:54 AM
    • #78
    Quote

    i like how you used three differen textures on the displacement,

    there are 2 rock materials (it's one only, but with 2 shades), 6 ground materials, and 3 different overlays. Thats for all the terrain, the rocks just use 3 textures and 3 overlays.

    Quote

    although why is it all pixelated, use a tga with transparancy so it will look smoother.

    it's pixelated because transparency (not opaque as you can see), the resolution is 512x512, not bad for a simple spider web. But the alpha usage makes aliasing, that's a norm.

    Quote

    a lot of the map is lacking in detail though

    Inside of fort there will be some custom props (wood estructures) that will increase realism and detail, but you can't expect much more than that. Outside there will be a few more big rocks for cover, and maybe another wood prop.

    The vmf size surpased 10 MB, even counting there are a lot of displacements (not only for terrain), that's a pretty big one I think.

    Quote

    This looks really awesum, but I can't help to think that this must be really laggy... especially in multiplayer...

    absolutely wrong :wink: Brush and props usage is moderate, displacements are made in the lowest resolution possible, I put lot of care doing vvis optimization, LODs for models, fade, etc. And HL2 engine is very scalable, lowering graphic details makes miracles.

    Quote

    do you have any sites that you used to look at when you started out?

    do you mean photo references?

  • RD
    • January 27, 2006 at 11:15 AM
    • #79

    absolutely ahsum, but where are those colored caves you promised me?

  • R_Yell
    • January 27, 2006 at 11:54 AM
    • #80

    Sorry, I'll make that colored caves for sure, just for you. This was a HDR compile lot of time after the last one, and wanted to see how new rock materials are looking.

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