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de_static *RC VERSION DL* - updated 16/02

  • JamesL
  • April 8, 2006 at 9:24 PM
  • JamesL
    • April 9, 2006 at 10:27 AM
    • #21

    Not yet. It's not far off though.

    Kinda posted it up to get some enthusiasm back and to get motivated into creating a playable.

  • Underoath
    • April 9, 2006 at 11:16 AM
    • #22

    Yeah looks really nice, and looks like the gameplay will be great too.

  • D3ads
    • April 9, 2006 at 2:20 PM
    • #23

    Gorgeous stuff

  • WD
    • April 9, 2006 at 2:51 PM
    • #24

    Great looking map.

    The computer on this shot http://www.code303.com/files/images/sta ... ta9_11.jpg

    looks... well... too Über to be in a place like that.

    Maybe use the hl2 old looking computers instead.

  • Magikus
    • April 9, 2006 at 4:36 PM
    • #25

    Hey this looks really interesting and unique. I'd like to encourage you to go on and release a beta at least

  • JamesL
    • April 10, 2006 at 7:54 PM
    • #26
    Quote from WhiteDevil

    Great looking map.The computer on this shot http://www.code303.com/files/images/sta ... ta9_11.jpg

    looks... well... too Über to be in a place like that.

    Maybe use the hl2 old looking computers instead.

    Yeah now you mention it , kinda sticks out. I'll swap it.

    That whole bombsite/spawn area needs more attention paid to it.

    Quote from st0lve

    Id say too many tirestacks

    Agree. I'll find something to swap them with.

    Quote from Magikus

    Hey this looks really interesting and unique. I'd like to encourage you to go on and release a beta at least

    Will do.

    Slackness gets in the way a lot though.

  • Magikus
    • April 10, 2006 at 10:19 PM
    • #27
    Quote from JamesL

    Slackness gets in the way a lot though.

    Hehe yeah Well I can promise you an in-depth review of the map, maybe this gives you some motivation

  • teeluu
    • April 11, 2006 at 8:58 AM
    • #28

    Nice, love the contrast there.

  • JamesL
    • April 15, 2006 at 12:18 AM
    • #29

    At the suggestion of Barrakid I remade the arches with 24 faces instead of the original 12. It looks a lot less blocky now I think.

    [Blocked Image: http://www.code303.com/files/images/static/de_static_beta_arch.jpg]

  • Grinwhrl
    • April 15, 2006 at 12:20 AM
    • #30

    yeah much better.

  • nico
    • April 15, 2006 at 12:47 AM
    • #31

    looks half as blocky

    Very nice, keep it up =)

  • Skjalg
    • April 15, 2006 at 1:03 AM
    • #32

    I cant believe I havent seent his before! It looks really good! Keep up the nice work :]

  • OrnateBaboon
    • April 15, 2006 at 1:46 AM
    • #33

    Since the arches are such a prominent feature, I think that this is such a great improvment. Much smoother!

    In the same pic, I reckon that an actual roof with an overhang should be added rather than concrete. This would also make the nice green stains look more believable, because at the moment, the top is comparatively clean. On the left hand side of the tunnel, a door/eye candy area might work as well. In the more rocky areas where there are tyre stacks, rock models could be added. That way, the too many tyre stacks that Stolve metioned won't be an issue.

    Lots of leaves on the floor/hilly/inner compound sections could work as well. Looks like a very nice summers day.

  • JamesL
    • April 15, 2006 at 1:21 PM
    • #34

    Good point, those roofs don't really work too well do they, I'll try n whip up something a bit more convincing.

    As for the tyre stacks, I already did exactly what you suggested and banged in a bunch of the miltia rocks. (Great minds think alike/ fools seldom differ!)

    Cheers for the feedback Che, much appreciated. When are we getting that beta of Tropea anyways?

  • JamesL
    • May 30, 2006 at 12:07 PM
    • #35

    Still working on it.

    Shadows are a bit borked, but I am kinda stuck between big black blob shadows and none at all, neither of which looks very good.

    [Blocked Image: http://code303.com/files/images/static/static7.jpg]

    [Blocked Image: http://code303.com/files/images/static/static1.jpg]

    [Blocked Image: http://code303.com/files/images/static/static2.jpg]

    [Blocked Image: http://code303.com/files/images/static/static3.jpg]

    [Blocked Image: http://code303.com/files/images/static/static4.jpg]

    [Blocked Image: http://code303.com/files/images/static/static6.jpg]

    [Blocked Image: http://code303.com/files/images/static/static5.jpg]

  • Nazul
    • May 30, 2006 at 2:30 PM
    • #36

    tbh , i was wondering what game this was for ..

    guess that's a nice compliment :wink:

    no points to point out for me

  • Polaris
    • May 30, 2006 at 3:47 PM
    • #37

    Wow, great progress. I hope to play this soon

  • hessi
    • May 30, 2006 at 4:13 PM
    • #38

    please dont render your tree textures in the default lightmap.

    better create an overlay texture with a shadow texture you apply on the ground. these shadows you have in your current screenshots are MUCH too dark and don't show any detail. if you don't know how:

    create a snapshot of your tree from the top in VHE in a complete empty area so you can extract the trees shape from the viewport background. then fill the tree shape with a soft grey in an alphachannel of a new texture and create the color of the texture completly dark (maybe with some ambient blue).

    btw: sounds difficult to explain. should make a tutorial on that too.

  • RD
    • May 30, 2006 at 4:54 PM
    • #39

    the shadows are quite a tad too dark. Awesum tho

  • JamesL
    • May 30, 2006 at 4:56 PM
    • #40
    Quote from hessi

    create a snapshot of your tree from the top in VHE in a complete empty area so you can extract the trees shape from the viewport background. then fill the tree shape with a soft grey in an alphachannel of a new texture and create the color of the texture completly dark (maybe with some ambient blue).btw: sounds difficult to explain. should make a tutorial on that too.

    I tried doing this as a solution to the bad shadows. I got the tree shape into photoshop and made an alpha mask for its shape, but it comes out really sharp in game, the edges are too strong.

    I think I am using a 1 bit alpha, just black and white, no softness. I never made a proper 8 bit alpha before and I don't really know how. My 2d skills are not too great.

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