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Posted

Thx a lot for the frontpage :shock:

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.

lostvalley00890al.th.jpg

  • 3 weeks later...
Posted

As mentioned, the town area looks cool, obviously some more details here in the form of props and such would be welcome. Also that church looks pretty weak although those 2 windows on the first shot work really well, that last one has way too much darkness to work really well. Maybe having a bigger window there to spread some light over the area. Btw, love the skybox, really great use of a 3d skybox, makes it feel like you're in a village in the middle of nowhere (at least it looks like that from the pictures ;D)

Just some ideas, certainly looks like it has some potential. Keep it up ;)

Posted

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 :D 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.

ncx216yp.th.jpg

Posted

He said the map was for a mod RD :-)

The map looks pretty cool to me, I was wondering how you check with hdr on, just running the map in css?

Tought valve didn't release the code yet for hdr or am I wrong?

Posted

manbetatest00286iz.th.jpg 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.

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