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New duel map with no name :)

Postby Joe Kari » Tue Apr 01, 2008 1:40 pm

Hi !

I think it's better to start a new thread, the previous one can be a general thread to explain how duel map are made...


Red : Can I use the noose in Hangem'high ? I have made one in radiant, but because it is a little object, it has a poor geometry, I need a md3 for better looking...

I will made a little teaser later ;)
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Postby haraldx » Tue Apr 01, 2008 2:40 pm

good luck with all of the maps !
(P.S. we realy need more duel maps)
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Postby Joe Kari » Tue Apr 01, 2008 7:36 pm

I need some help...

I want to use textures blending like in backwater. In all tutorial, they say how to make this with 3DSmax, but I don't have 3DSmax (and don't want to learn how to use it right now). So, how can I paint Vertex with gtkradiant ? My shaders are ready, I just have to paint alpha on vertex... but I don't know how to make this...

@ Breli : have you done it with gtkradiant ?



My brother Coup' George has started to play with Misfit, and made some md3 :)
I hope I can make a little video for tonight...
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Postby ReD NeCKersoN » Tue Apr 01, 2008 7:45 pm

Joe Kari wrote:Red : Can I use the noose in Hangem'high ?

Yes. And you don't have to ask me these questions. :)
Joe Kari wrote:I want to use textures blending.

http://www.simonoc.com/pages/articles.htm
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Postby Breli » Tue Apr 01, 2008 11:39 pm

Joe Kari wrote:@ Breli : have you done it with gtkradiant ?


Hi Joe,

Red already posted the link to the tutorials. It is actually fairly simple if you reuse one of our shaders. You can grab the shaders as well as the content from backwater, coyote bluff and lake. All maps use texture blending. I recommend the blend shaders in CB. They look best IMHO and I used them for NT and DF as well.

If you want to create own blend shaders you have to add an alpha channel to one of your textures. I believe the tutorial explains that as well.

One more thing: texture blending changes the way maps are created somehow. The reason is that you need additional brushes to create nice blends and to distort an otherwise even ground. I recommend to make a ground template using triangels (it is important to use triangles instead of square brushes since they can not be freely distorted). And the complete uneven ground should be detail of course. Think of it as some kind of "skin" on top of your structural hull.

I recommend this as "good design practice" since it yields nice results fairly quickly (although you don't really need additional brushes and can do blending without them).

This screenshot should give you an idea what I am talking about

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Postby Joe Kari » Wed Apr 02, 2008 12:06 am

Thanks for that great tutorial !
This kind of ground looks difficult to master... I have only done very simple ground geometry in my map... with standard quad brush... lol
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Postby Joe Kari » Wed Apr 02, 2008 9:37 pm

Hi !
Here is the small video of my new duel map !
Hope you like it !!!

<object width="420" height="336"><param name="movie" value="http://www.dailymotion.com/swf/x4xgtz&v3=1&related=1"></param><param name="allowFullScreen" value="true"></param><param name="allowScriptAccess" value="always"></param><embed src="http://www.dailymotion.com/swf/x4xgtz&v3=1&related=1" type="application/x-shockwave-flash" width="420" height="336" allowFullScreen="true" allowScriptAccess="always"></embed></object>

*Edited by ReD to include imbedded player.
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Postby NightcrawleR » Wed Apr 02, 2008 9:53 pm

looks great so far - keep up the good work!
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Postby ReD NeCKersoN » Wed Apr 02, 2008 10:12 pm

Very unique! I think it looks wonderful! :D
How are the fps for you?
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Postby Breli » Thu Apr 03, 2008 8:35 pm

That looks REALLY cool ... a completely fresh look which we don't have so far!
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Postby Coup'George » Thu Apr 03, 2008 9:10 pm

Hi all !


The same video with a better quality, in xvid :

http://pagesperso-orange.fr/dans.la.rue ... p_duel.avi
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Postby Black Jack Ketchum » Fri Apr 04, 2008 7:23 pm

Bitchin ,i really like how tuco is dangling :D
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Postby hika » Sat Apr 05, 2008 6:53 pm

Too bad the FPS was too low ...
The grass, Tuco hung ... an unusual but pleasant look ;)
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Postby Joe Kari » Sat Apr 05, 2008 11:18 pm

Yes high grass have a price, but strangely, it is fully playable.
I've got only 23 to 35 FPS on my computer, but it looks good and I've no problem for aiming people... where in some other map this framerate could be insane...
I think my map don't really involve CPU-usage, because it is rather low poly, so the AGP bandwidth isn't too much over-flooded... This is the video card speed that is much more used (because of see-through shaders). So the screen is refreshed at a constant rate.
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Postby EvilFutsin » Sat Apr 05, 2008 11:36 pm

At the very least, the visual details show that if we start harboring a Western Machinima Community, we could have some very visually stylish/cool/awesome movies. :D

Great work so far, looking forward to playing it, amigo. 8)
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