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El Paso [Outlaws&Lawmen] (updated 17 jan)

  • R_Yell
  • June 15, 2006 at 12:11 AM
  • R_Yell
    • November 2, 2006 at 7:41 PM
    • #101

    I had many doubts about sun position, and also there were some problems with light intensity but that's partially caused by my TFT low bright configuration. Now I think this will be the final lighting, I tested also on a CRT

    [Blocked Image: http://img28.imagevenue.com/loc516/th_49719_elpaso_b50029_122_516lo.jpg][Blocked Image: http://img137.imagevenue.com/loc400/th_49724_elpaso_b50030_122_400lo.jpg][Blocked Image: http://img129.imagevenue.com/loc470/th_49730_elpaso_b50031_122_470lo.jpg]

    (HDR on)

    BTW, I can't get to work new prop static lighting, that supposed to work only in DOD/EP1 or am I doing something wrong? Well, I'm not sure at all, there is prop (curtains) which is half lighted, not possible with standard system. That prop is inside the saloon so doesn't receive light_env, could it be related?

  • atrocity
    • November 2, 2006 at 7:47 PM
    • #102

    Still amazed looks great man. Lighting seemed to approve the second shot though almost looks like the bench or what ever in the middle of the shot is not casting shadows on the ground. Then again this is a lower angle so I might not be able to tell.

    If the sun is higher in the sky you might want to think about harser shadows. If you look at shadows in the desert they are usually crisp because of the streghtn. This is clearly dependent on how you feel just putting in some suggestions.

  • Evert
    • November 3, 2006 at 12:40 PM
    • #103

    I'd say your shadows are too dark right now.

  • R_Yell
    • November 5, 2006 at 11:06 PM
    • #104

    Shadows are still quite dependent of the ground lightmap scale. That's 64 now for compile times, so props don't even cast shadows. Final LS will be 16 I guess, except on outer parts. In the HDR shots maybe contrast was higher and shadows were darker, I'm not sure, below shots are LDR.

    And this is a small stagecoach I made. I'm not used to model such "complicated" props, he he, skin is a pain in the arse for me but I tried to do something decent. Some corners were cut to mantain polycount down (850/ 1520/2200)

    [Blocked Image: http://img7.imagevenue.com/loc326/th_67313_elpaso_b60002_copy_122_326lo.jpg][Blocked Image: http://img9.imagevenue.com/loc519/th_65408_elpaso_b60001_122_519lo.jpg]

  • R_Yell
    • November 10, 2006 at 4:33 PM
    • #105

    This is a respawn area, lighting still needs some improvements:

    [Blocked Image: http://img9.imagevenue.com/loc372/th_75135_elpaso_b60003_122_372lo.jpg][Blocked Image: http://img156.imagevenue.com/loc532/th_75173_elpaso_b60004_122_532lo.jpg][Blocked Image: http://img136.imagevenue.com/loc551/th_75180_elpaso_b60005_122_551lo.jpg]

  • Rick_D
    • November 10, 2006 at 4:59 PM
    • #106

    I think you should dirty up some of the textures, and darken that wooden framework - it all looks too clean after being out in the hot sun

  • MrBaracuda
    • November 10, 2006 at 5:09 PM
    • #107

    Maybe use some displacements with a sand texture so it looks like sand was blown to the edges.

  • Rick_D
    • November 10, 2006 at 5:20 PM
    • #108

    Yeah that's a really nice idea, make it consistent throughout the map, like a stronger "wind" from the east resulting in the most sand on certain sides of buildings.

  • R_Yell
    • November 10, 2006 at 6:17 PM
    • #109

    I like that idea too, but I'm not sure at all if those displacements'd look credible enough. I mean that all surrounding textures would need such dusty feeling as well. Implementing them over all the map is far from being possible now, not too much room to add more details.

  • BlueCoatKarma
    • November 10, 2006 at 8:36 PM
    • #110

    I like the sand idea. I think, however, that the wood should be grayed out more - like it's been bleached by the sun and sand. More like the floor-on-the-roof than scaffold-on-the-front.

  • R_Yell
    • November 15, 2006 at 9:21 PM
    • #111

    About that wood texture, I haven't too much freedom for texture usage now, the video memory usage is quite high so I'm reusing the same materials in several places.

    Well, still some work to do here, but this map is in its last stages. This is a slaughter house:

    [Blocked Image: http://img160.imagevenue.com/loc480/th_24808_elpaso_b70003_122_480lo.jpg] [Blocked Image: http://img154.imagevenue.com/loc540/th_24815_elpaso_b70004_122_540lo.jpg]

  • Rick_D
    • November 16, 2006 at 10:30 PM
    • #112

    What's the gameplay like? It looked comprimised in the first new shot, but gave me faith again in the second

  • R_Yell
    • November 17, 2006 at 10:50 AM
    • #113

    There are open areas and close combat areas, to give you a rough idea: it's like GR:AW in the MP game mode where each team need to control several zones to win the map.

  • Rick_D
    • November 17, 2006 at 3:09 PM
    • #114

    Ah right - sounds fun ;D

  • TeddyBear
    • November 17, 2006 at 3:15 PM
    • #115

    This is _the_ map I'm really looking forward to play. I genuinly like the atmosphere you've created. If you need help with textures just ask!

  • R_Yell
    • November 17, 2006 at 7:36 PM
    • #116

    Thx Teddy, hope our mod will be out in not too much time, still some work to do with characters and coding (and that's progressing slowly). Weapons and maps are okay at least for a first release. Textures are completed for this map, but thanks anyway

    I was messing with wind today, there are random wind gusts and I was able to create a very subtle effect. I mean, no visible dust sprites, looks quite real and performance doesn't suffer too much. Also tried to add moving tumbleweed, but it doesn't work yet. I supposed it should work only with the env_wind and a very light prop, but something fails. Long time ago I did it just with a func_phys.

    [Blocked Image: http://img106.imagevenue.com/loc314/th_91098_elpaso_b80000_122_314lo.jpg]

  • JeanPaul
    • November 17, 2006 at 8:11 PM
    • #117

    Hey, can I see a Hammer shot of this map. I am really curious as to what is models and what isnt.

  • R_Yell
    • November 17, 2006 at 9:06 PM
    • #118

    He he, sure, here are some:

    [Blocked Image: http://img5.imagevenue.com/loc505/th_97325_Untitled_2_122_505lo.jpg][Blocked Image: http://img5.imagevenue.com/loc598/th_97326_Untitled_4_122_598lo.jpg][Blocked Image: http://img128.imagevenue.com/loc506/th_97327_Untitled_6_122_506lo.jpg]

  • Meotwister
    • November 17, 2006 at 10:44 PM
    • #119

    lol @ tumbleweed

    yeah what you did for the tumbleweed sounds like it should've worked... hm.

    It's still looking nice man.

    You ever get someone to do that old train engine?

  • R_Yell
    • November 18, 2006 at 12:02 AM
    • #120

    I found the issue , there was needed a trigger_wind to push the tumbleweed instead the env_wind, just remembered. Dust clouds+tumbleweeds will rock he he.

    The old engine is still vacant, so if you keep interested won't be any problem.

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