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[WIP] Presidio

  • R_Yell
  • December 13, 2005 at 7:12 PM
  • Sa74n
    • January 27, 2006 at 2:47 PM
    • #81

    with a sky like that your shadows need to have a stronger bluish tint.

    looks good. i like the terrain

  • R_Yell
    • January 27, 2006 at 3:37 PM
    • #82

    Thx for the tip sa74n, I'll try it.

    This is a test with my second system, it's not valid at all because it was a fast vvis compile, but you can see that doesn't perform bad:

    [Blocked Image: http://img300.imageshack.us/img300/6464/manbetatest00017cf.th.jpg] [Blocked Image: http://img300.imageshack.us/img300/6945/manbetatest00000kw.th.jpg]

    Graphical settings were set on medium, trilineal filtering, and doing server as you know takes away a few FPS.

    That system was an amd athlon 2500+ (1,8 GHz), 1GB ram, and radeon 9500 (its GPU bound).

  • Bic-B@ll
    • January 27, 2006 at 4:09 PM
    • #83
    Quote

    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.

    i'm aware, i meant that you should use an alpha channel to make the lines smooth

  • Meotwister
    • January 27, 2006 at 9:42 PM
    • #84

    you could also use that trick where you put a small ambient blue light in areas with large shadows.

    Good job dude, on all aspects of the map.

  • R_Yell
    • January 30, 2006 at 7:04 PM
    • #85
    Quote

    i'm aware, i meant that you should use an alpha channel to make the lines smooth

    I added a bit of blur to the alpha channel, as you requested :wink:, that makes the lines a bit smoother

    These are the coloured caves, RD:

    [Blocked Image: http://img397.imageshack.us/img397/5426/lostvalley01610nd.th.jpg] [Blocked Image: http://img397.imageshack.us/img397/6085/lostvalley01643se.th.jpg]

    And here's an improved main door:

    [Blocked Image: http://img397.imageshack.us/img397/9118/manbetatest00486gz.th.jpg]

  • Games
    • January 30, 2006 at 7:18 PM
    • #86

    Looking good i like the colored caves

    Can't wait to test this baby out.

  • Grinwhrl
    • January 30, 2006 at 9:42 PM
    • #87

    I think the colored caves look stupid.

    Other then that everything is looking great to me

  • RD
    • January 30, 2006 at 10:21 PM
    • #88

    LOL i said green or blue, not circus colors. Ofcourse its gonna look sucking this way

  • R_Yell
    • January 31, 2006 at 12:33 AM
    • #89

    It was just for fun Whatever color you choose doesn't fit with a spanish mission in the XIX century.

  • Skjalg
    • January 31, 2006 at 2:31 AM
    • #90
    Quote from RD

    LOL i said green or blue, not circus colors. Ofcourse its gonna look sucking this way

    I agree with RD on this, It would look cool with subtle colors in the cave

  • Grinwhrl
    • January 31, 2006 at 3:34 AM
    • #91

    lol, oh ok, you sounded a bit serious about it.

  • Minos
    • January 31, 2006 at 4:35 AM
    • #92

    nice old school feeling! The terrain is pretty cool indeed.

  • RD
    • January 31, 2006 at 11:24 AM
    • #93
    Quote from R_Yell

    It was just for fun Whatever color you choose doesn't fit with a spanish mission in the XIX century.

    beautiful caves fit in evrywhere

  • Mazy
    • January 31, 2006 at 2:16 PM
    • #94
    Quote from RD

    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

    RD=GENSI!

  • R_Yell
    • February 8, 2006 at 10:43 PM
    • #95

    Small update here, I'm just adding a dome. Thought what kind of mission would be this one without a dome In fact was in my early plans, but don't wanted to start it until I knew if performance could be enough.

    [Blocked Image: http://img208.imageshack.us/img208/7492/presidiorc00131wk.th.jpg][Blocked Image: http://img208.imageshack.us/img208/8868/presidiorc00126eq.th.jpg]

    Soon will be added some paintings and other decals, hanging lamps and a prop that don't know the name, it's a big wood prop that is used to be placed just in the rear part behind the altar.

    [Blocked Image: http://img149.imageshack.us/img149/3011/sanxavr26mg.th.jpg]

  • Meotwister
    • February 9, 2006 at 12:21 AM
    • #96

    dude, do the wooden engraved cross like on that picture.

    Better and better everyday man.

  • R_Yell
    • February 13, 2006 at 3:44 PM
    • #97

    Yas, that engraved cross is so freakish that should be added

    Meanwhile, some more shots about the church

    [Blocked Image: http://img426.imageshack.us/img426/89/presidiorc00086yj.th.jpg][Blocked Image: http://img426.imageshack.us/img426/1452/presidiorc00067xz.th.jpg]

    [Blocked Image: http://img426.imageshack.us/img426/5785/presidiorc00048tu.th.jpg] [Blocked Image: http://images5.pictiger.com/thumbs/81/97e5dde84ecca646d79f2a36f4693c81.th.jpg]

    I started to paint the 3dskybox mountains. The lamps have physics properties. And what do you think about the volumetric lighting? Maybe too much irrealistic? I should add some kind of decal as lighting effect to complete the effect.

  • Defrag
    • February 13, 2006 at 3:59 PM
    • #98

    This just keeps getting better and better

    How did you get your mountains to be so interesting? They're definitely amongst the best I've seen in a HL2 map.

  • Taylor Swift
    • February 13, 2006 at 4:06 PM
    • #99

    I love this, every map now includes a church/moastry or & cathedral in it.

    Must be a classic style.

  • R_Yell
    • February 13, 2006 at 4:41 PM
    • #100

    Mountains are made with digital elevation models as I said previously (there is a tutorial made by me into the valve´s wiki). The artistic part comes now, I'm trying to paint them to look similar as possible to real south western mountains (in the USA).

    Quote

    I love this, every map now includes a church/moastry or & cathedral in it.

    Catholic mappers maybe?

    Churches have been classic in mapping always IMO, but most I've seen are europeans/gothic style, this one not.

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