D3ads Posted December 15, 2005 Report Posted December 15, 2005 This is looking very promising! I'm not impressed with that bridge, needs more detail methinks.. Quote
Algor Posted December 15, 2005 Report Posted December 15, 2005 I dig the outdoor shots, looks awesome. Quote
R_Yell Posted December 15, 2005 Author Report Posted December 15, 2005 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. Quote
R_Yell Posted January 1, 2006 Author Report Posted January 1, 2006 Some new shots with general improvements and HDR on Quote
Mazy Posted January 1, 2006 Report Posted January 1, 2006 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 Quote
R_Yell Posted January 1, 2006 Author Report Posted January 1, 2006 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. Quote
RD Posted January 1, 2006 Report Posted January 1, 2006 Holy fuck It looks amazing now. Great mountains and light. I hope you dont screw the layout, it could be mapkorpak material Quote
Bluestrike Posted January 1, 2006 Report Posted January 1, 2006 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? Quote
R_Yell Posted January 1, 2006 Author Report Posted January 1, 2006 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! Quote
FrieChamp Posted January 1, 2006 Report Posted January 1, 2006 Ok now we're talking, I'm curious how the transition to the skybox looks like ingame, on the screenshots the scenery looks amazing! Quote
R_Yell Posted January 1, 2006 Author Report Posted January 1, 2006 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. Quote
General Vivi Posted January 2, 2006 Report Posted January 2, 2006 nice stuff r_yell . makes me happy and somewhat tingly inside..... mostly tingly ...... Quote
Campaignjunkie Posted January 2, 2006 Report Posted January 2, 2006 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. Quote
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