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  3. R_Yell

Posts by R_Yell

  • [WIP] Presidio

    • R_Yell
    • January 12, 2006 at 8:17 PM

    I'd like to try another kind of lights, but that's the old west, can't think in other light source than torches or similar there.

    In the near future I want to going further in the caves theme, my next SP mod will have more caves, natural and man made. One thing I want to try is direct sun light coming from top, that is going to look good.

  • [WIP] Presidio

    • R_Yell
    • January 12, 2006 at 3:29 PM

    There was 2 caves shots at the beginning, a few more:

    [Blocked Image: http://img370.imageshack.us/img370/4828/lostvalley01294dx.th.jpg][Blocked Image: http://img486.imageshack.us/img486/94/lostvalley01310rf.th.jpg] [Blocked Image: http://img486.imageshack.us/img486/6501/lostvalley01327np.th.jpg] [Blocked Image: http://img486.imageshack.us/img486/3689/lostvalley01337rp.th.jpg]

    Not finished with displacements there, and need to add a few props too.

  • [WIP] Presidio

    • R_Yell
    • January 11, 2006 at 10:08 PM

    Do you see the rock texture in the close view smooth and unrock-like? Hmm, How hard you are Maybe I'm gonna try to model a normal map in XSI, but doubt result would be much better than that, because that kind of bumps reinforce texture tiling.

  • [WIP] Presidio

    • R_Yell
    • January 11, 2006 at 9:43 PM

    Yes, there is a complex caves system that comunicates 3 exterior sides with church's inside, creating an alternative flow inside-outside. Hope can be seen here:

    [Blocked Image: http://img202.imageshack.us/img202/5329/lostvalley01272hc.th.jpg]

    Think I'm the first doing such complex one single mesh map in source engine. There are nodraws to hide visibility, but thats fast compile.

  • [WIP] Presidio

    • R_Yell
    • January 11, 2006 at 9:28 PM

    Rocks aren't so smooth in close view, as you can see here:

    [Blocked Image: http://img202.imageshack.us/img202/5224/lostvalley01199km.th.jpg]

    But IMO no miracles can be made with this mesh, so I would need to add custom rock models (like far cry maps, to put in perspective)

    [Blocked Image: http://img202.imageshack.us/img202/3764/lostvalley01260ml.th.jpg]

  • [WIP] Presidio

    • R_Yell
    • January 11, 2006 at 8:44 PM

    Yes, not public release yet.

    I have created a new set of materials, hope you like the new terrain (I keep working on it):

    [Blocked Image: http://img415.imageshack.us/img415/6382/lostvalley01259pr.th.jpg] [Blocked Image: http://img415.imageshack.us/img415/5172/lostvalley01245lu.th.jpg]

    I'll start soon with mountains texture, actual would be some kind of base texture.

  • [WIP] Presidio

    • R_Yell
    • January 7, 2006 at 12:50 PM

    This is a reworked mission façade

    [Blocked Image: http://img233.imageshack.us/img233/2686/manbetatest00328vn.th.jpg]

    I also want to make sides less repetitive.

  • [WIP] Presidio

    • R_Yell
    • January 2, 2006 at 9:27 PM
    Quote

    nice stuff r_yell . makes me happy and somewhat tingly inside..... mostly tingly ......

    thx general!

    Quote

    If you haven't already, put an env_fogcontroller in your level. With it, along with fog, you can set a "Maximum Viewable Distance" that VIS will use. It's pretty handy when used together with fog; virtually unnoticeable at times.

    I used that method in some open range maps, but this one uses a more sophisticated design, so I think that will not be needed. But as I said, isn't easy to optimice leafs vis. Thx anyway.

    Quote

    I agree with those saying the rocks look too smooth. Maybe you should replace the ground texture with something more interesting?

    I'm not satisfied at all with ground texture, but haven't found yet a good replacement. Rocks aren't finished, I guarantee better looking rocks or I'll refund your money

  • [WIP] Presidio

    • R_Yell
    • January 1, 2006 at 4:19 PM

    [Blocked Image: http://img384.imageshack.us/img384/8534/manbetatest00286iz.th.jpg] [Blocked Image: http://img384.imageshack.us/img384/1797/manbetatest00292mv.th.jpg]

    Transition can be improved a bit I think, need to test some changes with texture scales. Would be something like this: 3dskybox displacement tiles near map have almost same scale that main terrain, and the far they are the bigger scale is to prevent tiling. I'll add some variation with decals and some rocks here and there. There is a big cemetery with lot of crosses at one of the sides, as a tribute to "the good, the bad and the ugly", but need to tweak it a bit. Mountains texture is not finished.

  • [WIP] Presidio

    • R_Yell
    • January 1, 2006 at 3:11 PM

    Yes, this is for Wanted: Outlaws and Lawmen, the spaguetti western mod. If some of you are interested in the wild west, Sergio Leone movies and such, we look for more mappers!

  • [WIP] Presidio

    • R_Yell
    • January 1, 2006 at 12:16 PM

    The big problem with this map is that you can't control visibility easily, it's deliberately open layout. So I can't add whatever details I want, mostly solid geometry. Models can be faded out or get LOD levels, so I'll a lot lot of them in certain areas. And decals, I'm starting to made all sort of cracks and such. Most problematic part is church's facade, just the place with worst FPS. But worst doesn't mean bad here just less that other parts, I'm not getting bad FPS in any place, so I'll push the limits a bit more. But it's a multiplayer level, so my concern is getting good solid frame rate.

    This is the building I used like reference, most missions were really simple and cheap buildings.

    [Blocked Image: http://img471.imageshack.us/img471/4679/ncx216yp.th.jpg]

  • [WIP] Presidio

    • R_Yell
    • January 1, 2006 at 11:25 AM

    Some new shots with general improvements and HDR on

    [Blocked Image: http://img444.imageshack.us/img444/6461/manbetatest00167xo.th.jpg] [Blocked Image: http://img444.imageshack.us/img444/1982/manbetatest00188vf.th.jpg][Blocked Image: http://img444.imageshack.us/img444/7191/manbetatest00147jf.th.jpg]

    [Blocked Image: http://img471.imageshack.us/img471/1222/manbetatest00221zh.th.jpg] [Blocked Image: http://img471.imageshack.us/img471/4464/manbetatest00231ha.th.jpg]

  • [WIP] Presidio

    • R_Yell
    • December 15, 2005 at 6:16 PM

    Thx a lot for the frontpage

    About the bridge, I agree, is a temporary solution. I'd like to model one or two wood planks because is cheaper for the engine than using solids, and should be more detailed and realistic. Some vertical pieces are needed too. Most of detail wood items in buildings need to be modeled, because they are simple brushes now.

    Here is a close view with some vegetation sprites, including a custom real desertic plant. Rock wall needs more work, I know.

    [Blocked Image: http://img389.imageshack.us/img389/3696/lostvalley00890al.th.jpg]

  • [WIP] Presidio

    • R_Yell
    • December 15, 2005 at 11:30 AM

    Yes, it's a USGS digital elevation model.

  • [WIP] Presidio

    • R_Yell
    • December 13, 2005 at 11:27 PM

    Yes, normal map is not very visible in the shots I showed, I'm making another map where effect is near what it should, depends mostly on sun incidence. Anyway, model shadows are improved with normal map, and using HDR (I tested it) normal map is much more perceptible, so I'll keep.

    [Blocked Image: http://img493.imageshack.us/img493/3457/cargo01237ek.th.jpg]

  • [WIP] Presidio

    • R_Yell
    • December 13, 2005 at 9:34 PM

    Thx for the comments.

    Caves and exterior rocks should be less round, I'm in the middle of morphing process. Also note that rocks are some kind of limestone, so final result shouldn't have too many edges, and there is a mesh resolution limitation too.

    3dskybox should use a hand painted texture, I'm not good painting even a wall, but I'll try to do my best. Need more resolution also, but the next stop is 2048 (it uses a normal map too), and thats for every half, because mountains are split in two models.

    If any curious, this is the original place: Buell Park in Arizona, an old crater that I found watching aerial pics.

    http://img337.imageshack.us/img337/8669 ... lo22mz.jpg

    http://img337.imageshack.us/img337/6392 ... web6vl.jpg

  • [WIP] Presidio

    • R_Yell
    • December 13, 2005 at 7:12 PM

    Hello everyone, I'm new here.

    This is a map I'm making for a mod called Wanted: Outlaws&Lawmen.

    It's called Presidio because is based on some old constructions made by spanish (like me ) in california and arizona. It's a mix of fort and mission.

    Current progress is above 50-60%, I'm modeling most of the props.

    [Blocked Image: http://img480.imageshack.us/img480/6868/lostvalley00773xf.th.jpg][Blocked Image: http://img480.imageshack.us/img480/7877/lostvalley00787eu.th.jpg] [Blocked Image: http://img460.imageshack.us/img460/6865/lostvalley00861bg.th.jpg]

    [Blocked Image: http://img460.imageshack.us/img460/1059/lostvalley00805no.th.jpg] [Blocked Image: http://img339.imageshack.us/img339/5303/lostvalley00813tn.th.jpg] [Blocked Image: http://img363.imageshack.us/img363/716/lostvalley00838gz.th.jpg]

    [Blocked Image: http://img36.imageshack.us/img36/8581/lostvalley00840bq.th.jpg] [Blocked Image: http://img36.imageshack.us/img36/9331/lostvalley00857yx.th.jpg][Blocked Image: http://img114.imageshack.us/img114/3159/lostvalley00879gw.th.jpg]

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