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pvk_fort map WIP

  • Skjalg
  • January 29, 2006 at 8:01 AM
  • Skjalg
    • January 30, 2006 at 5:24 AM
    • #21
    Quote from von*ferret

    You could simply make a bunch of prop models that are just extruded rocks and than place those aruond randomly to give some depth. Or even take wood beams and have them extrude out of the walls some what as though they are for something inside? who knows. Tons of possiblities.

    hey great idea (both of em). I'll look into it asap

  • I3yG-MaK
    • January 30, 2006 at 12:04 PM
    • #22

    What mod is this??, I WANT TO PLAY IT!!! as someone said, yellow light is too yellow.

  • ⌐■_■
    • January 30, 2006 at 12:13 PM
    • #23

    *sigh* Pirates, Vikings and Knights

  • teeluu
    • January 30, 2006 at 12:51 PM
    • #24
    Quote from I3yG-MaK

    What mod is this??, I WANT TO PLAY IT!!! as someone said, yellow light is too yellow.

    You've been living under a rock? :wink:

    Map looks nice in general, but like other ones have said, interiors needs some details. Also you could use smooth curves at some of those big walls outside in my opinion. Keep it going

  • I3yG-MaK
    • January 30, 2006 at 2:15 PM
    • #25

    this took me 40 mins, try to do something like this

    Exemple:

    [Blocked Image: http://img228.imageshack.us/img228/9224/test6kx.jpg]

    another exemple:

    [Blocked Image: http://img228.imageshack.us/img228/6499/test27my.jpg]

  • nico
    • January 30, 2006 at 2:37 PM
    • #26

    lights in the first indoor screenie looks like shit, so you should change that. You should perhaps try to do as I3yG-MaK suggested, try to make some more interesting brushwork on the inside of the castle. It never looks good when you feel like you are inside a cube with a rather detailed prop, because when you see the detailed thingy you automatically compare it to the rest of the room, and it will feel even more "empty". The models are supposed to be a supplement to the overall detail, not the only detail! The last screenshot looks pretty neat, try to keep that feel all over the map and you got a winner! =)

  • Skjalg
    • September 30, 2006 at 11:46 PM
    • #27

    It's not dead \o/

    After a busy summer I started up on the map again with fresh ideas and all that...

    I did a little compile of one part of the map;

    The old piratestart, touched up a little;

    [Blocked Image: http://www.nidvardir.com/images/pvk_fort_mj20000.jpg]

    Same place, at another angle.. the two torches there might be a little too yellow still-.-

    [Blocked Image: http://www.nidvardir.com/images/pvk_fort_mj20002.jpg]

    its not supposed to end at the back there, it really goes into another hallway that turns left, I just cut of the map there for this testcompile..

    [Blocked Image: http://www.nidvardir.com/images/pvk_fort_mj20005.jpg]

    Thanks to insta and phill for helping me^^

  • von*ferret
    • September 30, 2006 at 11:58 PM
    • #28

    walls still lack depth. I'd almost go for a harsher contrasting light setup then the nice soft shadows source does.

  • Skjalg
    • October 1, 2006 at 12:01 AM
    • #29
    Quote from von*ferret

    walls still lack depth. I'd almost go for a harsher contrasting light setup then the nice soft shadows source does.

    You have no idea how much I've struggled with this, normal maps in hl2 really isnt that great (works for small bumps, but thats it), only option I have is to change the textures alltogether or model most of the walls (a combination would probably be best).

    But I think its easier if I just stick with what I got^^

    Or is it really awful and painfully obvious that the walls lack depth?

  • von*ferret
    • October 1, 2006 at 12:23 AM
    • #30

    hmm well you could try making terrain meshes over the walls, align the textures, and get some variation. Chamfer the edges of all your doors so they catch highlights from the light. Support beams would help. Maybe extrusionis for your lamps. Little stuff like that! Its a great start, just keep pushing it.

  • Skjalg
    • October 1, 2006 at 12:31 AM
    • #31
    Quote from von*ferret

    hmm well you could try making terrain meshes over the walls, align the textures, and get some variation. Chamfer the edges of all your doors so they catch highlights from the light. Support beams would help. Maybe extrusionis for your lamps. Little stuff like that! Its a great start, just keep pushing it.

    I tried making terrain meshes (you mean displacement maps, right?), but that just looked weird on that texture...

    I'll definatly do something to those torches yes, and chamfer the edges around that door is a great idea (its actually one of the few doors that doesnt have it).

    Thanks for the tips^^

  • twiz
    • October 1, 2006 at 12:45 AM
    • #32

    IMHO the stones in the walls look a bit too 'busy', I would like to see it with a touch less contrast in the stones, but thats really a nitpick, it looks rather good. It seems a bit odd to my eye that the trim about halfway up the walls curves around the bends in the wall, if you know what I mean. I think the tiling of the trim should stop at a corner, hard to explain... Basically each 'block' of the trim should be flat, shouldn't curve.

    I love trim on the walls of hte outside of the castle, the saw-blade lookin parts. The flag poles look excessively thick, I'd either make a bigger flag or smaller pole.

  • Skjalg
    • October 2, 2006 at 2:49 PM
    • #33

    Fresh pictures;

  • ReNo
    • October 2, 2006 at 2:57 PM
    • #34

    That hole in the floor being right in the middle of the room looks really fake to me. Looking suitably grand outside but I think there's a little too much reliance on a single texture out there and it could do with more variety. The wood texture on that arch beam in the third shot should also be replaced as it looks extremely bland and cartoony when compared to the rather "busy" looking stone walls.

  • PhilipK
    • October 2, 2006 at 3:18 PM
    • #35

    i really like the first shot there skjalg

    perhaps just some more hanging vines on the walls would be sweet. It's really good with that roof color breaking up all the wall colours good.

  • Skjalg
    • October 2, 2006 at 5:23 PM
    • #36
    Quote from ReNo

    That hole in the floor being right in the middle of the room looks really fake to me. Looking suitably grand outside but I think there's a little too much reliance on a single texture out there and it could do with more variety. The wood texture on that arch beam in the third shot should also be replaced as it looks extremely bland and cartoony when compared to the rather "busy" looking stone walls.

    I agree on all accounts, already changed the texture on that woodbeam, And I think i got a good idea when it comes to the hole in the floor too.

    I'll see what I can do about breaking everything up more.

    Quote from PhilipK

    i really like the first shot there skjalg perhaps just some more hanging vines on the walls would be sweet. It's really good with that roof color breaking up all the wall colours good.

    Thanks dude, I've tried to do the hanging vines thing, but it all looked so fake

    I really need someone with textures skills with me on this map...

  • PhilipK
    • October 2, 2006 at 5:24 PM
    • #37

    cant you just use a decal for that?

  • Skjalg
    • October 2, 2006 at 7:13 PM
    • #38

    yea, but it looks fake (and theres only 2-3 different vines that i can use).

    The mod is hl, or our content only. So i cant use the ones from dod or any other official or unofficial mod

    Vines integrated into the texture also looks better

  • Rick_D
    • October 3, 2006 at 1:34 AM
    • #39

    You can use other stuff as long as you use the sdk base iirc, css also has some good vine models/decals you could use.

    nice work

  • Meotwister
    • October 3, 2006 at 7:29 AM
    • #40

    have you tried the vines on a displacement solution? That can look half decent sometimes.

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