Maybe this is a misunderstood building, an ugly duck
, but I like its "uglyness". This is the original:
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Maybe this is a misunderstood building, an ugly duck
, but I like its "uglyness". This is the original:
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This is the chinese laundry, from Once upon a time in the west:
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I'll see what can be done with the hallway :wink: . The stool is a big problem because I'm against props that cannot be used several times, even if they take me 15 minutes
. No, I just want to avoid to many props on the floor.
Well, I was lucky, I got a planks texture almost ready. This is the result with it, a blue tone for the wallpaper and some more light:
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Thx for your feedback BlueCoatKarma, I agree on most points. There is a lot of brown color, that's a direction imposed by the movie set used as reference. However, maybe I didn't managed it too well. The part I'd like to change is the floor, that's a material from HL2 and it doesn't look like it should. It should be clearer because of the dust, a bit more aged, no reflective, and completely different planks. That would benefit the overall scene IMO. Second story could mantain the same floor texture to differentiate both areas. I'll try to make that floor texture.
QuoteI shoulda said 'a bit empty' because you're right its not completely empty. Are you going to keep that aggressive fade distance for those props mentioned or is it just for these wip compiles?Phew this'll look nice though with all the cool props you can do for this setting.
There are more than 15 different props inside the saloon
That fade distance is there to prevent possible bad in-game performance, because there are around 20 bottles. I could model a lot of props, it's just a matter of time and do not forget this is a multiplayer level, I shouldn't saturate it.
I'd not call it empty, but yes, there could be more props. There are glass bottles that can't be seen because of agressive fade distance. I'll add a spitton and a sofa later, and pictures with the real buildings from the movies.
I've been testing HDR and that's shiny!
Need to tweak lighting once this level progress a little more.
Well, a new building is near to be completed, this is the saloon from For a few dollars more:
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Everything except some furniture (wheel lamp, piano, chair and table) was made by me. The plant is from cs_office, btw...
Hey Wesley, I love it, that wagon would be a nice contribution, thx a lot. Such models are always welcomed, in fact we would need some steam locomotive too, hehe.
O&L is facing some problems (too many inactive positions...) but that won't stop us ![]()
Thx Defrag, there will be more updates soon ![]()
Quoteits so perfect you can overlook the copyrights
No way
The only music will be the original piano piece mentioned. I'll make a promotional video once map is done, there should be some Morricone music.
Quoteme likes. maybe some prerendered shadows on the traintexture would be awesome.i am curoius where you will get this project!
I was hoping new static prop lighting would fix those issues. Prerendered shadows won't work well with my UV map, and don't know if I'll use the same sun vector later. Thx for suggestion anyway hessi, much appreciated.
I'm almost at 50%, expect another bunch of buildings to complete the other city side ![]()
PD: sorry if the pics cannot be seen, I like that server because the multiupload feature, I'll look for some other.
Another update, the Gold Coin and train station (in the works), also featuring my caboose model ![]()
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Quite a few time without working on this one. I've been replacing some stock textures with custom ones. Here is the result: stucco with dirt and wall whitewhased with some cracks, both are photos retouched.
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Quote from ErraticThat's just awesome.Out of curiosity, how long did that take to model-skin?
my little model? Most of the work was done in a week or so, and the important touches were done today. It's a matter of using the tools properly, I didn't modeled all the little details one by one.
Another angle, this looks better I think
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Today I was working on my monument valley butte, and finally gave it the eroded rocky feeling that those things are famous for
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Didn't wanted to create a clone, so probably they won't match very well.
Nice map tomdon, I remember your trees for CG, they didn't looked bad, but that ones are just amazing. You'll need a "fogged" skybox to match the map fog.
QuoteVery nice mapping,Is this the only western mod still active for source? Cause I think it is.
Hows progress? playtesting it already? When do you expect a release?
thx WesleyTack, I'm not sure if this is the only active western Source mod, there was one called east&west (or something like that) producing some content not too much time ago. We've been playtesting since half year ago, should release during this year if all goes well and some key areas are completed.
That's copyrighted music Bic-B@ll, if I wanted to include a score from spaghetti westerns it won't be that. Usually I don't add music to multiplayer maps, but this time there will be a saloon, and it'll need saloon music. We have a piano piece composed yet, I'd like to make some kind of joke used in many movies where the music stops when something happend inside the saloon, and then continues again. I'd like to use a sound sensitive trigger to stop the music when someone shoots inside the saloon, just hope that entity works in multiplayer too.
QuoteJust when you get time get some variation on the ground plane and paint up alphas so that there is roads or engraved ground from traffic.
Yes, that's the plan, if the framerate isn't low I'd like to try something like this I did for Empires, a track in overlay form that merges with the terrain.
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Quoteand make sure you get tons of tumble weeds in that bitch
I agree, it's a must! Just hope framerate is adecuate once the town is up, so I can add effects like dust and such. I put some of those in my first source map (it was a plain giant desert
), they were physically simulated as light physic objects can react the wind in the Source engine. Here could be better idea make them follow a path track, it'd consume less resources.
Thanks @all ![]()
@ generalvivi, at the moment it's just me and my army of trained monkeys, he he. I'll include later some props from our O&L modeler, they are better than those I made. The texturing side is all for me because we have no texture artist.
My two main guidelines always are performance and fun, so I hope this is no an exception. I'm taking care with models (almost all the expensive details are models), using several LOD's, map layout was made with overdraw in mind, etc. Just hope Valve let non oficial mods use its new prop static lighting system, that would be great for this map.
Here are 3 new buildings, and the best is yet to come I think
After this comes the big Gold Coin Palace Hotel and the train station (I'm a train fan), both from Once Upon a Time in the West.
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QuoteThe only thing I can say is that the green looks a little out of place, mabye a little too light?
Yes, you are right, the purpose was to make it dark green, with a varnished layer, and a bit aged like the rest of the building. I made another version:
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There also can be seen the wood wall normal map, look at the transition between light and shadow.
Quotegreat wood materials!
thx hessi, but there are 3 planks materials from cs_militia. I modified them to look close as possible to the original building. The wood planks normal map was modeled.
QuoteHows the mod coming along?
We are in a sweet moment now Schmung. Most of the main positions are filled, though we are a small team, so always looking for more people. The mod is in the right track with 8 or 9 weapons fully working (including a throwable knife
), 2 maps done, other 2 near completion, and 3 more in the making. The character modeling and coding side are a bit behind, but now there are 2 guys on it. I'll should add that we even had 3 music composers, very talented guys, including Duncan Watts (now he is working on several AAA projects). He made the music for Presidio.