KoKo5oVaR Posted March 11, 2007 Report Posted March 11, 2007 Wow campaignjunkie i remember seeing this maybe 2 years ago on snarkpit , fantastic work you did there and even better : singleplayer , i'm pretty eager to try it out Quote
ReNo Posted March 11, 2007 Report Posted March 11, 2007 Great to see you're still working on this CJ, I love the grandeur of it all. I can see your concern with the cliff; it isn't looking as nice as other parts but I've no doubt you've done pretty much everything you can with optimisation to push the limits, so I wouldn't worry too much about it. Is that an angle you can see it from during gameplay? I'm sure most people will be suitably impressed by the overall scale of the scene that the perhaps lacking detail will be overlooked. I do feel the grey rocks with grey structures looks a little monotone though - have you tried a browner hue on the cliffs? Quote
Grinwhrl Posted March 11, 2007 Report Posted March 11, 2007 campaignjunkie, I think it looks awesome. Despite some of the textures, it looks like it would be fun to play it. I love the reflections on the floor. Quote
ifO Posted March 12, 2007 Report Posted March 12, 2007 Wow CJ, I love it! The scale of it is awesome. That reflective floor takes me back to an old map I once started for Existence, it was kinda lobby-like too, wasn't nearly as grand as yours though. The textures are kinda old-school but I think that adds to its charm, very nice! Quote
JamesL Posted March 12, 2007 Report Posted March 12, 2007 Looks fabulous, Hopefully the player will be paying attention to the jumps on those cliffs not the stretching. Make sure you get in as much howling desert wind as you can to heighten the fear of falling / getting blown off. Quote
Zacker Posted March 12, 2007 Report Posted March 12, 2007 It looked very nice when you showed it the first time and it still holds up pretty well. The blocky rocks and the fake 3d thingies on the houses are two things which really look annoying, but also not anything you can do anything about without raising the polycount a lot. Quote
Schmung Posted March 12, 2007 Report Posted March 12, 2007 That rockface level looks stunning. What texture set is that? Looks awesome. A rock texture that utilises the random texture tiling feature might work nicely, though it'd bump up your texture memory limitations a fair bit. Quote
ReNo Posted March 12, 2007 Report Posted March 12, 2007 I thought random tiling in Half-Life only worked in Software mode? Quote
Minos Posted March 12, 2007 Report Posted March 12, 2007 I thought random tiling in Half-Life only worked in Software mode? it works in opengl as well. I had to replace some textures in dm_avon because they were not perfectly tiled ingame. Quote
D3ads Posted March 12, 2007 Report Posted March 12, 2007 Holy shit that is fucking sexy, I can't wait to play it About random tiling, it doesn't tile properly since the textures seem to tile about half-way into the previous texture if that makes sense? Makes for lots of brush edges in between the texture defuses and looks ever so slightly crappy. I'd work on adding some detail textures to the rock perhaps, make a 512x512 defuse, greyscale it and up the brightness 75% and save two versions, one as a TGA in your gfx/detail folder and the other as a half-size 256x256 map in the wadfile. Then make a detail texture file (ie cj_map_detail) in the maps folder and add the lines, replacing the relevant filenames: reallybigrock detail/reallybigrock 1.0 1.0 Presto, a 512x512 rock texture without the insane wpoly cutups! Wouldn't hurt to add that to other textures too, makes for more crispness on the standard size HL textures Props to ifO for that tip! Quote
ifO Posted March 12, 2007 Report Posted March 12, 2007 detailtextures for the win. Slightly old pics but you can see some detailtextures using the method D3ads described on the walls and main pavement texture here and here. The better of the textures are by a Hostile Intent mapper called Bruno who did the same thing in hi_alandalus - one of the prettiest HL maps ever. For those rocks yeah you could just take a 512x512 texture meant for Source of some other curr gen game and use that as D3ads says. Did you ever find a use for that method D3ads? Quote
hydeph Posted March 12, 2007 Report Posted March 12, 2007 campaignjunkie won't you please make this for sven coop Quote
Minos Posted March 13, 2007 Report Posted March 13, 2007 About random tiling, it doesn't tile properly since the textures seem to tile about half-way into the previous texture if that makes sense? Makes for lots of brush edges in between the texture defuses and looks ever so slightly crappy. Yeah that's what I meant Quote
tomdon Posted March 14, 2007 Report Posted March 14, 2007 Test room for Uni project. Its a proof of concept rather than anything I will use in the project. All textures and models are custom bar the window. When I come do make it it will be for an animation, rather than a "real" level. Quote
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