With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
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Outpost teaser

Postby steve » Wed May 05, 2010 3:58 am

Just a single pic (the area it is from is also still very much W.I.P).

It's going to be quite a large br/dm map.

I will have more to show very soon (once I finish modeling up some new props).

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Postby ReD NeCKersoN » Wed May 05, 2010 5:10 am

Seems you're full of surprises. Looks interesting... nice texture blending. Did you use a terrain generator?
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Postby Allied » Wed May 05, 2010 5:52 pm

Very nice looking, indeed!
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Postby LuckyGenDago » Wed May 05, 2010 6:11 pm

great done!
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Postby steve » Thu May 06, 2010 1:27 am

ReD NeCKersoN wrote:Seems you're full of surprises. Looks interesting... nice texture blending. Did you use a terrain generator?


Eeek, terrain generators are a dirty word where I come from!

It's all 'hand-made' in the editor as I find terrain generators tend to output very mundane terrain, a bunch of my old dev buddys called it "titty terrain" as it all ends up looking like a bunch of lumps. Coming in from Half-Life editing it was quite a shock with the power *radiant gives you, but after becoming accustomed to its quirks I don't think I could ever go back to using Valve Hammer/Worldcraft.

I'll post some more pictures tomorrow of the nearly completed graveyard area and the main street + tavern, the first test version will follow shortly after (I lack internet access at home currently so I'll kindly request that you chaps help me with testing).

Also, I have a complete netRadiant Smokin' Guns package to post here quite soon with all the Quake3 specific entities removed and keys updated.


ALSO

Possibly belongs in a different forum, but does anyone know if I use an external high-res lightmap for my terrain does qmap3 still generate regular lightmaps for those surfaces (eating up more filesize/memory)?
Cheers!
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Postby ReD NeCKersoN » Thu May 06, 2010 3:40 am

I guess I meant to say terrain "editor" not generator. (I've tried a few generators & didn't like the results either.) I do like EasyGen though.

I find myself wanting to ask more questions about your preferred techniques, but I'll just wait till you upload a beta. What I observe in game should at least answer a few questions & save us some typing.
As for the external high-res lightmap question, Joe Kari is our resident expert in that field.

Thanks in advance for the NetRadiant stuff! 8)
Looking forward to checking out your level.
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Postby Joe Kari » Sun May 09, 2010 1:48 pm

Hi,

For high resolution lightmap, look at this blog note :
http://sgq3-mapping.blogspot.com/2009/0 ... htmap.html

Also, look at this forum thread if you can't find some issue in my blog :
viewtopic.php?t=1921
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Postby steve » Mon May 10, 2010 3:51 am

LONG IMAGE LIST AHOY!

Here's those updated preview images.

You might notice some of them are still a little bland, those tend to be from places where the level is still living in the block-editing stage.

There's not terribly much 'mapping' left to do, quite a bit of prop modeling (especially lighting sources).

Currently the level never dips below 70fps on my computer (It's old, I'm talking AGP4x and a Pentium 4 single core old)

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Note in the first pic how the dynamite hole wont cast a shadow, what do? (_cs/_castShadows won't seem to work...)
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The sign is a reference to a map I based this ones visual style from.
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Depth sorting fail in the first pic (not sure on the fix yet...)
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Postby ReD NeCKersoN » Mon May 10, 2010 4:47 am

Looks very, very impressive. Am I imagining things, or do I detect bump mapped textures here & there?

_cs 1 should work, to a degree, for func entities. Unfortunately, you'll have to choose whether you want that sunlight to be present or not before compiling. No real time lighting in the SG engine at present.
viewtopic.php?p=14694#14694
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Postby Allied » Mon May 10, 2010 5:43 pm

That is an absolutely magnificent piece of work, excellent job! The lighting and modelling is superb.

I can hardly wait to try it out.
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Postby Joe Kari » Mon May 10, 2010 10:15 pm

Yeeehaaa, first mapper that use massively texture made by my bro' ;)

Good work !

It looks like you have used few models, don't you ? If so, have you made them by yourself ?
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Postby steve » Tue May 11, 2010 1:52 am

Thanks for the reply's chaps!

I just can't seem to get _cs 1 to work on that hole, I can't actually seem to get it to work on any brush entity's... I just think that it would look quite a bit better with the shadow (assuming that the hole will be filled the majority of the time).

Aye, there has been a bit of modeling so far, a mix between bsp-ase conversion THAT I LOVE and for more complex objects (or objects where polycount is rather important) I've been using my regular modeling tools.

ReD - There are a couple of bump mapping attempts, I think I'll need to up the lightmapscale+bumpmap depth to make them more apparent though.

Joe - You must tell your brother that he is quite a talented texture artist!
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Postby steve » Fri May 14, 2010 1:51 am

Another small update.

I'm quite happy with the fire effect I managed to achieve.

About half way there I think...

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Postby dbozan99 » Fri May 14, 2010 2:01 am

This is looking quite promising! I can't see all of the pictures though...Is that just me?
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Postby Juaro Juarez » Fri May 14, 2010 1:42 pm

THat looks so unbelievably nice! :D
YOu really see there how much work you got into it ;)
-nox-Juaro-

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