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

  • R_Yell
  • June 15, 2006 at 12:11 AM
  • R_Yell
    • November 22, 2006 at 1:11 PM
    • #121

    Every western town needs a sheriff office, here's El Paso one:

    [Blocked Image: http://img140.imagevenue.com/loc401/th_00353_elpaso_b90002_122_401lo.jpg]

    From For a few dollars more, you know. This was the last building, now rest some tweaking, fixes, optimization, game play issues, etc.

  • Dodger
    • November 22, 2006 at 1:14 PM
    • #122

    This map must have some necessary bushes, trees and shrubs.

    It looks so deserted and abandoned with the badlands dust, dirt and earth. I mean you are going to do a texas map not a tundra map.. right?

    However, map looks pleasant.

  • R_Yell
    • November 22, 2006 at 2:02 PM
    • #123

    Yes, I agree. The outer zone is almost empty now, when you make a map like this is quite unclear what final performance will be, so that kind of props must be added at the end.

  • Dodger
    • November 22, 2006 at 2:13 PM
    • #124
    Quote from R_Yell

    Yes, I agree. The outer zone is almost empty now, when you make a map like this is quite unclear what final performance will be, so that kind of props must be added at the end.

    Possibly you should insert a couple of horses to the map? What do you think?

    wasnt el paso allready a texas map?

    Looks like you duplicate the themes from the aged el paso map..

    And that's the typical of..

    also.. add a fountain to your map

  • R_Yell
    • November 22, 2006 at 3:10 PM
    • #125

    Adding animals is not easy, they need animations, and that wastes lots of resources.

    Quote

    wasnt el paso allready a texas map?Looks like you duplicate the themes from the aged el paso map..

    don't understand this sorry, do you mean my previous level "Presidio"? Both are for Outlaws&Lawmen, same western theme.

    In this map there is something like a fountain

  • Rick_D
    • November 22, 2006 at 3:34 PM
    • #126

    nexus nexus nexus..

    Looks nice R_Yell - align those wooden supports in the foreground of that shot - I can see the gaps

    The more I see of this map the more I want to play your mod, it just has this feeling of.. awesomeness? Yes, awesomeness ;D

  • Dradz
    • November 22, 2006 at 5:07 PM
    • #127
    Quote from R_Yell

    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.

    How did you do this? Imagine it's a client side effect so shouldn't lag a MP game?

  • R_Yell
    • November 22, 2006 at 5:53 PM
    • #128
    Quote

    align those wooden supports in the foreground of that shot - I can see the gaps

    he he, it's not easy to align those models (there is a truckload of them), but I'll try!

    Quote

    How did you do this? Imagine it's a client side effect so shouldn't lag a MP game?

    No, that kind of wind shouldn't lag, if done properly. The main entity is the func_dustcluod, set it to emmit very few particles per second (I'm using 6 now on average), and alpha should be very low so sprite contour can't be seen (around 20-30). Particle size is 50-350, and particle lifetime 6-18s. Also important: visible distance should be low, around 1000-1500 is ok I guess, it's just a wind gust.

    Well, once you got all your func_dustclouds around the map, where every wind gust will be seen, you need a env_wind to move those clouds, and of course, some logic_timers to activate and deactivate the clouds (off by default).

    To make a first class effect , set an ambient generic with a wind gust sound that will be heard from each func_dustcloud. So when the logic_timer activates a dustcloud for 10-15 seconds, at the same time it also plays its correspondent wind gust. That's all I guess.

  • Wesley Tack
    • November 23, 2006 at 1:32 PM
    • #129

    I forgot all about this, r_yell, if you want my chuck wagon, msn me: simon.wt AT pandora.be

    the wagons that are used now could use some more texturing updates imHo, mapping looks great, for sure a mod i'll test. Since i'm a real fan of Sergio Leone's stuff (and you use his movies as reference) I think so ed least

  • Dodger
    • November 23, 2006 at 3:11 PM
    • #130

    I as a matter of fact made a wind effect in my new map. Its like when u see the fan circle and spin on the ceiling.. the dust rotates too.

  • R_Yell
    • November 23, 2006 at 5:47 PM
    • #131

    Wind is always welcomed at outdoors scenes IMO, except if overused like hmm ¿Dust maps?


    And hey, this is Wesley's chuck wagon in-game, very nice contribution!

    [Blocked Image: http://img17.imagevenue.com/loc589/th_03295_elpaso_b90004_122_589lo.jpg]

  • TeddyBear
    • November 23, 2006 at 6:24 PM
    • #132

    It needs shadows, looks like it's floating. The lightmap scale on that house wall needs to be smaller as well. Otherwise great as always

  • R_Yell
    • November 23, 2006 at 7:09 PM
    • #133

    Oh yes, prop shadows will come when ground LM is set to a final lower number. Also will be helpful -final compile, those proyected shadows are nicer when this setting will be applied. There will be some LM scale ajustments as well, thanks for pointing out.

  • Wesley Tack
    • November 23, 2006 at 7:47 PM
    • #134

    cool, ingame already!

    looks a bit bright though, and yes, shadows would look a lot better.

    cool to see the model will be used ed least

  • hydeph
    • November 23, 2006 at 10:48 PM
    • #135

    you couldn't have picked a better movie to base this off

    (fistful of dollars)

  • MrBaracuda
    • November 25, 2006 at 1:32 PM
    • #136

    What about those.. what do you call those rolling bushes pushed around by the wind? Maybe in the skybox. Tumble weed or something?

  • Sa74n
    • November 25, 2006 at 3:30 PM
    • #137

    lighting is still the weakest part in your whole project as i mentioned a while ago already.

    rest is nice

  • R_Yell
    • November 25, 2006 at 9:59 PM
    • #138

    Tumbleweeds are meant to move around the streets, if they don't cause any issue in online test then I'll keep as is now.

    Regarding lighting, I suppose it'll look better next week, when final compile is made. I'll increase ambient lighting.

    BTW, do you want to know what's my time in full vvis compile? 3:25, minutes of course Not bad for an entire town he he. It was really easy to optimize with those big boxed buildings. There is also big saving in performance, it's not a crappy vvis.

  • Wesley Tack
    • November 30, 2006 at 3:20 AM
    • #139

    We have a basketball in off limits, and it doesn't cause any problems.

    So tumbleweeds would be the same model, you can make them thats for sure. The only sad thing when you shoot it, it wont roll away

    But should be a nice map filler thats for sure.

  • R_Yell
    • November 30, 2006 at 10:20 PM
    • #140

    The idea behind the tumbleweeds was to inmerse players in the situation. If you hear wind in the background is okay, but if you see ocassional dust clouds comming to you and hear strong wind gust is better. If that's complemented with tumbleweeds then the inmersion is quite high. There is a small issue related to this: physic wind and dust puffs wind can't be coordinated, each one blows at its own direction. There is a bigger issue related to physic wind, the performance penalty is too high on some situations, so I'll need to restrict that effect to some areas.

    Here is the new lighting with a -final compile. Unfortunately, I forgot to change the ground displacements lightmap scale to something lower. It was 64, 32 is the sweet spot, so very difuminate shadows in these shots. Vrad took 7 hours (and 5 minutes of vvis) so I won't repeat that expensive compile for the moment. This lighting is more in consonace with the movies I guess.

    [Blocked Image: http://img165.imagevenue.com/loc452/th_24238_elpaso_b120010_122_452lo.jpg][Blocked Image: http://img135.imagevenue.com/loc469/th_24243_elpaso_b120011_122_469lo.jpg][Blocked Image: http://img164.imagevenue.com/loc600/th_24248_elpaso_b120016_122_600lo.jpg][Blocked Image: http://img17.imagevenue.com/loc538/th_24252_elpaso_b120017_122_538lo.jpg]

    [Blocked Image: http://img103.imagevenue.com/loc489/th_24257_elpaso_b120018_122_489lo.jpg][Blocked Image: http://img16.imagevenue.com/loc380/th_24263_elpaso_b120019_122_380lo.jpg][Blocked Image: http://img127.imagevenue.com/loc555/th_24268_elpaso_b120020_122_555lo.jpg][Blocked Image: http://img166.imagevenue.com/loc479/th_24278_elpaso_b120021_122_479lo.jpg]

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