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A WIP.. and a hello

  • AdamBrome
  • September 22, 2006 at 7:41 AM
  • KoKo5oVaR
    • October 2, 2006 at 4:00 PM
    • #21

    that's looks cool indeed, but ouch dude, slow down on the sharpening

  • AdamBrome
    • October 2, 2006 at 4:53 PM
    • #22

    KungFuSquirrel: For the walls alone there's 14 512x512 textures. You're not going to get that from any console or PC title any time soon for the amount of realestate those textures are occupying. A more realistic number for videogames for this amount of realestate is 5, maybe 6, 512x resolution textures. So far, there's 26 textures - trust me, no game will push that for this small amount of space. I have to fight with that sort of thing day-in-and-day-out at work. I'm doing this piece to move away from those limits and have some fun.

    Thanks for the comment on the textures. The bottom texture is most likely from the Marlin Studios texture pack; they're mixed in with the rest of my sourcing images.

    KoKo5oVaR: Yah :\ I'll be running about a 15-20% sharpen on the final when its all done. What I've done to this is about 50%, and its overkill.

  • PhilipK
    • October 2, 2006 at 5:06 PM
    • #23

    starting to look really nice there. will be very interesting to see with some lights in the scene later.

  • Minos
    • October 2, 2006 at 5:09 PM
    • #24

    yeah nice work, keep it up.

  • dissonance
    • October 2, 2006 at 10:02 PM
    • #25
    Quote from AdamBrome

    You're not going to see a lot of whiz-bang visuals in concrete, thats for sure. The scene will come thru in beauty shots.

    and super-high resolution normal maps

  • AdamBrome
    • October 8, 2006 at 1:55 AM
    • #26

    [Blocked Image: http://brome.toogeek.com/stuff/crap/underworld4e.jpg]

  • von*ferret
    • October 8, 2006 at 2:32 AM
    • #27

    looking pretty hot, still would like to see it even temporarily lit.

  • General Vivi
    • October 8, 2006 at 7:06 AM
    • #28

    yeah for real that scene is looking pretty hawt

  • JeanPaul
    • October 8, 2006 at 4:26 PM
    • #29

    I dare you to compile this for Source

  • Grinwhrl
    • October 8, 2006 at 8:30 PM
    • #30

    Hey Adam, hows it going, great work man.

  • Belgarion
    • October 9, 2006 at 5:38 AM
    • #31
    Quote from JeanPaul

    I dare you to compile this for Source

    wouldn't the lighting be crap though? since it's basically going to be one big model, it'll be taking lighting from either origin or vertex-based. i suppose you could light it in max and bake it into the textures.

  • spine
    • October 9, 2006 at 9:02 AM
    • #32

    Nice work.

    For some reason it looks smaller than it realy is,

    looking at the door puts things in perspective though.

  • AdamBrome
    • October 9, 2006 at 11:01 AM
    • #33
    Quote from Belgarion

    wouldn't the lighting be crap though? since it's basically going to be one big model, it'll be taking lighting from either origin or vertex-based. i suppose you could light it in max and bake it into the textures.

    Thanks for the comments so far.

  • Defrag
    • October 9, 2006 at 3:25 PM
    • #34

    I'm fairly sure that Episode 1 added localised vertex lighting (i.e. fairly accurate per-vertex lighting) as opposed to taking a light sample from the prop's origin and lighting vertices using that one lighting point.

    There's very little information on the technical specifics unfortunately. The best explanation I found was from one of the DoD:S forum posts by a Valve guy. I've not seen anything similar to lightmaps for props. It'd be a nice thing to have for when the need arises

  • SnipaMasta
    • October 9, 2006 at 3:58 PM
    • #35

    Another thing would be shadows. There'd be no character/object shadows. They should really work that into the Source engine (as in, static props accepting shadows).

  • Belgarion
    • October 9, 2006 at 4:16 PM
    • #36

    lol wonderful work anyway Adam, even if this thread is starting to turn into a source engine discussion. if you can stand the transition, you should try working in hammer instead and making a full-blown map. you would obviously be able to make your own textures/props, and that would be a very good thing.

  • AdamBrome
    • October 9, 2006 at 9:28 PM
    • #37

    SnipaMasta: Static props have the ability to do this now, dynamic props do not. So you'll get it on objects that aren't moving, but characters and other physic props are out.

    Belgarion: I work with the Source engine professionally, I'd rather not do my stuff at home for the engine. I'm sure you can understand

  • Dodger
    • October 9, 2006 at 10:07 PM
    • #38

    Yo Hello, Adam! Welcome to Mapcore and enjoy your long stay.

    Tell us more about you please.

  • Defrag
    • October 10, 2006 at 11:03 AM
    • #39
    Quote

    Defrag: As I mentioned, they added lightmaps for static props to Epi1. This gives the illusion of self-shadowing. It's very sexy. There's a -command that you have to run when cooking with vrad. I don't know it off hand, sorry.

    If you could dig it out, I'd appreciate it. Is there a way to apply it to only specific props or is it a map-wide change?

  • AdamBrome
    • October 10, 2006 at 5:18 PM
    • #40

    It's enabled through vrad, so I'd imagine its map wide.

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