1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Sa74n

Posts by Sa74n

  • Megatexture 'proof of concept'

    • Sa74n
    • December 12, 2006 at 4:36 PM

    no lightmaps on any surfaces.. you could bake shadows onto the terrain tho.

    peri: in etqw megatexturing will only be available on terrain as mentioned at quakecon etc.

    i think i read in some interviews with carmack that he wants that megatexturing on all surfaces in the future. maybe ids next engine? dunno.

    peri: yeah andrew rocks he basically created his scene based on those rumors.

  • Megatexture 'proof of concept'

    • Sa74n
    • December 12, 2006 at 10:49 AM

    haha good one zacker

    well as far as i am aware the megatexturing technology is indeed new (at least the way it is being used). its one big texture that is being streamed in and out of memory. it doesnt load the whole texture at once. afaik what battlefield does is using a "lowres" texture for creating unique shades on the terrain so it looks completly unique on a distance and if you get closer it just uses tiled textures layered on that. thats only a guess tho.

    seriously tho i really think its only a selling point. megatexturing will start to be really interesting as soon as you can use it on all surfaces.

  • Megatexture 'proof of concept'

    • Sa74n
    • December 11, 2006 at 10:48 AM
    Quote from Markus

    I don't understand why they are trying to emphasize this 'megatexture' technology as the concept been around for years

    its a selling point.

  • The random model thread!

    • Sa74n
    • December 10, 2006 at 10:25 PM

    awesome model! how about some empty shells in those boxes?

  • Megatexture 'proof of concept'

    • Sa74n
    • December 7, 2006 at 3:02 PM

    heh. arne was here for an interview already.

    where do you get all your infos you got on your site, channie? i dont know any french but your articles on leveldesign for etqw seem fairly lengthy.

  • WIP in WIP, post your level screenshots!

    • Sa74n
    • December 7, 2006 at 10:25 AM

    awesome ref fotos on that site!!! thanks a lot!

  • MapCore Job Census

    • Sa74n
    • December 7, 2006 at 12:46 AM

    well deserved mr royce greetings to badmofo indeed.

  • Poke646: Vendetta

    • Sa74n
    • December 5, 2006 at 4:26 PM
    Quote from Dennispls

    Hmm never even heard of might check it out if its so awesome

    lol what are you doing on mapcore then? poke646 is the best singleplayer mod for hl1 and might only be beaten by its successor.

  • totally random texture thread

    • Sa74n
    • December 3, 2006 at 4:12 PM
    Quote from TeddyBear

    I've had a very good friend of mine here tonight, he let me do some scans of his face and body. Here is some material of this night's experimental harvest

    hah.. nice way to say that you were making out all night

    seriously though it looks like very decent results. but the normalmap doesnt look like it will work on a 3d mesh. prove me wrong by posting a 360 turnaround video

  • [Shocking] Super Mario World Level Editor

    • Sa74n
    • November 27, 2006 at 11:56 PM

    a super mario kart level editor would be much cooler

  • The random model thread!

    • Sa74n
    • November 27, 2006 at 11:55 PM

    sweet!

  • Now playing

    • Sa74n
    • November 26, 2006 at 2:43 PM

    nothing, any recommendations?

  • Hellgate: London

    • Sa74n
    • November 26, 2006 at 2:40 PM

    are you sure its an mmorpg? i thought it was mainly a singleplayer game like diablo and in multiplayer theres a limit to amount of players etc.

    i could be wrong though

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

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

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

    rest is nice

  • My Game has gone gold!

    • Sa74n
    • November 25, 2006 at 3:25 PM

    judging by the demo i really liked the looks and sharp and crisp textures. i thought the bloom was a bit too heavy most of the time though. too bad im not a big fan of tactical shooters like this.

    grafically its pretty nice tho. get us some screenshots of your textures now, klein!

  • totally random texture thread

    • Sa74n
    • November 21, 2006 at 10:41 AM

    yup, teddy. that is incredible! doesnt even look like a render!

  • warby presents: de_wanda 100% custom map for cs-source

    • Sa74n
    • November 7, 2006 at 5:14 PM

    heres some serious feedback:

    - water colour doesnt match up with sky colour!

    - do some reference research on building roofs and get some more unique shapes into the skymodel buildings, some colour variation on the facades, more church towers etc. ; add a trim to the closer skybox building between facade and roof

    - i know you are shooting for a cartoony look but you should still match up the tree colour (and the water in the bay - again) to go with the more realistic approach on some of the detailled building facades

    - add a slight angle to the sun direction, atm it casts a perfect 90 degree angle shadow on the ground

    - make the stone basement for that big building a bit slanted, straight 90 degree angles sucks

    - armrest on that chair has a wierd and probably uncomfortable shape

    - might be good to have some more roof detail to help the silhouette a bit, like more antennas and cables, the few antennas that are there work quite well.

    - add just a little bit more dirt to that clean beige plaster wall so it goes easier with the awesome decals u got

    - add a proper ending to some of the shingle roofs - check hessis corse map for reference

    - u got some red brick chimneys but no red bricks anywhere else in the map. maybe adjust them to yellow/brown/greyish bigger bricks or plaster or whatever.

    otherwise this map is looking hot. definitely dont step away too far from the cartoony look - its your own style (as it already was back in the day of 52h mapping contest or even winternights ) but you know you can push it a bit, try new stuff

    cant wait to try the map when its close to being done!

  • The random model thread!

    • Sa74n
    • November 6, 2006 at 12:18 AM

    ah.. a 3dsmax workstation pretty

  • pvk_fort (Image Heavy)

    • Sa74n
    • November 5, 2006 at 12:08 AM

    not too shabby

  • W.I.P. Critique

    • Sa74n
    • November 2, 2006 at 10:21 AM
    Quote from atrocity

    FrieChamp: GG_Factory was made off of a few shots like this one[Blocked Image: http://i3.photobucket.com/albums/y64/Red…IMG_1096res.jpg]

    ive seen this before. here is another take on this scene by a fellow mapper. hope it serves as some inspiration for you. http://littlelostpoly.co.uk/images/gall ... /nd039.jpg

    btw. i think that crossfire is probably your strongest map atm. i wouldve liked to see a slightly different take on it but i guess you decided to stick as close as possible to it for the blackmesa mod. still looks good though

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™