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Landscape, LongCampus, MassiveCampus, DeathCampus..What Ever

  • MaMuS_lol
  • October 28, 2006 at 1:43 AM
  • MaMuS_lol
    • October 28, 2006 at 1:43 AM
    • #1

    [Blocked Image: http://www.labs.brlogic.com/maps/landscape/landscape0000.jpg]

    [Blocked Image: http://www.labs.brlogic.com/maps/landscape/landscape0001.jpg]

    [Blocked Image: http://www.labs.brlogic.com/maps/landscape/landscape0002.jpg]

    A nice "HDR" effect and big terrains

    You can't enter the houses, but I'm planning for teleports in the doors, something more sophisticated than this, obvious. I'm working too on something more, the textures detail, better roads, and cliffs (on the sea, you can't see from these photos.)

    That's it for now:D

    This map is For Half-Life 1

  • Bic-B@ll
    • October 28, 2006 at 8:56 AM
    • #2

    awesome

  • Skjalg
    • October 28, 2006 at 10:08 AM
    • #3

    Not excactly the terrain the engine was ment for

  • Sindwiller
    • October 28, 2006 at 10:55 AM
    • #4

    Very nice work! Very impressing what you can do with a limited engine, some ambition and spare time. Keep it up! Such projects keep the community and the innovation alive!

  • insta
    • October 28, 2006 at 11:27 AM
    • #5

    For your next project, try porting over Lost Coast. That would be interesting to see in the HL1 engine.

  • BlackPanther
    • October 31, 2006 at 5:45 PM
    • #6

    Your Wpoly count is impressive.

  • Dodger
    • October 31, 2006 at 9:59 PM
    • #7

    Is this the prototype for crysis early development in half life 1 engine?

  • D3ads
    • November 1, 2006 at 4:20 PM
    • #8

    Impressive use of the HL1 engine, ugly as Hell though, better textures would help

  • ifO
    • November 1, 2006 at 11:32 PM
    • #9

    I like the scale of it and the low wpoly is great, but it could be improved a lot I think. If you're wanting to wow us with the capabilities of the HL engine you should certainly start with raising your texture quality. If you wanted to 'go the whole hog' you can even use 512x512 'detailtextures' applied to 256x256 textures to effectively get 512x512 textures into HL.

    The HDR effect is pretty eugh. You could port your map to a mod with the CG bloom shader (like HI, not that it's a brilliant effect, but certainly better than what you have there?).

    Example with detailtextures & bloom: http://%7boption%7d Apologies for linking to my own map, if I had shots of the map by the texture creator I would link to his work of beauty (hi_alandalus).

    Also I think you could tweak your terrain geometry considerably without hurting your r_speeds that much. And some transition textures to blend between grass and road for example would be nice.

    Oh and steal de_gower's turbine model

  • dissonance
    • November 1, 2006 at 11:43 PM
    • #10
    Quote from ifO

    http://%7boption%7d

    dead link

  • ifO
    • November 2, 2006 at 9:10 AM
    • #11

    Ah, sorry, for some unknown reason I think you have to be logged in to view that section of the forum :S

  • D3ads
    • November 2, 2006 at 4:51 PM
    • #12
    Quote from ifO

    you can even use 512x512 'detailtextures' applied to 256x256 textures to effectively get 512x512 textures into HL.

    ..which looks ugly as Hell. You can use 512x512 textures in HL anyway, unless you're using a video card from the stoneage...

  • ifO
    • November 2, 2006 at 6:08 PM
    • #13

    No, it doesn't look ugly as hell. Done properly it looks as good as 512 textures. Have you actually seen what it looks like done well or are you just making an assumption based on the way most people use detail textures (badly)?

    And using 512x512 textures will give you crazy w_poly with HL's 240 subdivide, which is a good reason to stick to 256 with 512 DTs, plus you don't rule out people with old graphics cards who are a large part of the die-hard HL playing population.

    Random pics, not the best and DT's aren't applied everywhere but you can see the effect on those where they are used: 1 | 2

  • D3ads
    • November 3, 2006 at 12:23 PM
    • #14

    Using 512x512 textures is best kept for ground textures really or places where they can be stretched, as indeed using them for other small parts will split the surface up a lot.

    Everytime I've seen detail textures applied so far (ie CZ..) they look like balls, but your application seems to work very well, I guess the brick wall has a detail applied to it? You'll have to show me what you used for that (assuming that is your map), I'm one of few still working with the HL engine!

  • ifO
    • November 3, 2006 at 12:44 PM
    • #15

    Well you basically get a high quality 512x512 texture and make 2 versions of it:

    1. texture1.tga - a desaturated full-sized version, with slightly reduced contrast, saved as .TGA for the detail texture (you can actually leave it full colour and it seems to work).

    2. texture1.bmp - a full colour version resized to 256x256, saved as .bmp for the texture.

    Then place .tga in your detail folder, the .bmp in your texture .wad and set up your ..._detail.txt file in the usual way to connect the two.

    texture1 detail/texture1 1.0 1.0

  • MaMuS_lol
    • November 5, 2006 at 5:31 AM
    • #16

    Hy! Thank's for the great Feedback.

    I'm tryng to focus on a great viewfield, and on strategy. I'm just refinig The Gameplay for DM (It's easyer when you can play with some guys ) and thinking on a CS version.

    I just can't do this with the same level as de_grower because all the map is "one block", and those Blanded textures are out of my capabilities. It would be much difficult to control the r_speeds with them. And the geometry is "Randomic", like a mosaic.

    [Blocked Image: http://www.labs.brlogic.com/maps/landscape/landscape_malha.png]

    The Bloom look's cool, but HI isen't a great mod. (at least when I played, ages before). 512x512 textures aren't bad... but, I NEED to do this map run very smoth. and that would eat all the normal memory taht H-L uses.

    This map is to be simple, so I'm just finishing it

    Seting up the bombs....

    [Blocked Image: http://www.labs.brlogic.com/maps/landscape/landscape0029.jpg]

    And them... Exploding them!:

    [Blocked Image: http://www.labs.brlogic.com/maps/landscape/landscape0026.jpg]

  • Minos
    • November 5, 2006 at 9:09 AM
    • #17

    Mamus!!

    That's one huge map man

  • Sindwiller
    • November 5, 2006 at 10:43 AM
    • #18

    Impressive!

  • D3ads
    • November 5, 2006 at 6:34 PM
    • #19
    Quote from ifO

    Well you basically get a high quality 512x512 texture and make 2 versions of it:1. texture1.tga - a desaturated full-sized version, with slightly reduced contrast, saved as .TGA for the detail texture (you can actually leave it full colour and it seems to work).

    2. texture1.bmp - a full colour version resized to 256x256, saved as .bmp for the texture.

    Then place .tga in your detail folder, the .bmp in your texture .wad and set up your ..._detail.txt file in the usual way to connect the two.

    texture1 detail/texture1 1.0 1.0

    Ahh great, thanks for that! I'm going to have to stop using Won HL and try that out sometime

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