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View Poll Results: Rock textures? | |||
nature/blendrockdirt007d (old screens) | 54 | 38.03% | |
de_dust/rockwall01 (new screens) | 48 | 33.80% | |
nature/rockwall009b (see hammer) | 16 | 11.27% | |
halflife/-*out_rk* (hl: source & hl1) | 14 | 9.86% | |
other (please specify in a post) | 10 | 7.04% | |
Voters: 142. You may not vote on this poll |
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04-18-2006, 04:52 PM | #721 | |
Join Date: Feb 2005
Location: Belgium
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Quote:
it wil come up with some problems: 1: maxbrushes error from the compiler (i'm almost there...) 2: many guys will complain about it: to much like hl1 architecture/brushwork, read one of the topics here, about bumpy floors, 3: displacements don't block vis, so i can use simple brushes underneath them to do that, (ok this can eventualy be fixed with func_details) 4: don't complain about lag, i have only 150 fps outdoor, and that wil dramatically drop if i change all those cheap displacements into brushes and i've seen the concept drawing that caesium made, and he wants to make from the 3 canyons one big canyon, so i want some opinions about that to. if i get much reactions like that whouln't be badlands anymore, then i will consider the idea to be done in badlands2. |
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04-19-2006, 12:23 AM | #722 |
Join Date: Apr 2006
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can you relink the other pictures that are 404?
I didnt say to convert all the dispalcements to world brushes. Just to invest more time in making them details to the map rather then the whole map (outdoor wise) Its a big task to do, the remake of that map, and the correct displacement work. I wish you all the best of luck! |
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04-19-2006, 12:25 AM | #723 |
Useless
Retired FF Staff
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Displacements aren't strictly for detail, they're for creating, among other things, natural-looking terrain. Most of his map happens to be terrain, so he should use it for these purposes. They're cheaper to render than world brushes, too, if all the jargon flying around on these forums is to be believed. He's better off leaving them as such.
__________________
Look at all those dead links. |
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04-19-2006, 12:39 AM | #724 | |
Join Date: Apr 2006
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AKA, a flat wall, would still be better rendered by a flag world brush... thens a lvl 2 detail dispalcement of the same size? I scrolled back throught this topic and found some of the screenshots of before the dispalcements got used so heavly. Personaly I like it better, before the displacements and all the crazy jello was input to the map. I can understand the want, to replicate the grand canyon. However, lets keep in mind the size. The *GRAND* Canyon is HUGE. And it looks like the detail, is beind squished to fit into the size of this map. Giving us a shallow canyon that could only be formed with water the declined at a rate of say... 1" per ever few years (or rose) I commend this mapper for his ability to work with peoples comments to try and shape the map into something better. Keep it up |
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04-19-2006, 03:56 AM | #725 | |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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04-19-2006, 09:40 AM | #726 | |
Join Date: Apr 2006
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doesnt seem to be how hl2/and-mods did it. So thats why I would question that. I am new to the hl2 engine, and so I could believe it. Thanks! |
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04-19-2006, 05:53 PM | #727 | |
Join Date: Jun 2005
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04-19-2006, 08:00 PM | #728 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Most maps are mostly flat surfaces. You have to have a lot of real brushes around to do the vis blocking and you may as well not have displacements over them. This is why maps aren't made completely out of displacements.
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04-20-2006, 08:44 PM | #729 |
Join Date: Mar 2005
Location: Israel
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Someone has put a nice article on VDC, you might want to give it a look:
http://developer.valvesoftware.com/w...tures_Creation |
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04-23-2006, 07:10 AM | #730 | |
Join Date: Feb 2005
Location: Belgium
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but becouse of rad you cant mix up displacements and brushes, they are lit differently .. |
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04-23-2006, 07:10 AM | #731 | |
Join Date: Feb 2005
Location: Belgium
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nvidea tools , photoshop crashes when i install them ) Last edited by o_stino; 04-23-2006 at 07:16 AM. |
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04-23-2006, 07:20 AM | #732 | |
Join Date: Feb 2005
Location: Belgium
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04-23-2006, 07:20 AM | #733 |
Join Date: Feb 2005
Location: Belgium
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damd, whats wrong with thisforum, slow and posts everything double..
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04-23-2006, 07:21 AM | #734 | |
Join Date: Feb 2005
Location: Belgium
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and also for texture blending :d |
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04-23-2006, 12:19 PM | #735 |
Join Date: Apr 2006
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What I ment about world brushes was.
Say you took the badlands.BSP (from TFC) and converted it to a badlands.map. Then loaded it up in Hammer, and looked at the walls in the outdoor area of the map. They are made of world brushes, and are mainly flat (and very HL1 looking, hehe) Then I would say, from THAT point, add extra displacemnets around the bottom of the walls and at the top (and at random to the center of the wall.) Raise and lower the world brushes for a staggered feel and keep adding dispalcements at key areas on top of the world brushes. So at some places you still had standard flat surfaces. And others you had deformed areas ect. So I wasnt saying to make the walls out of ONLY world brushes, but to base them off world brushes and use dispacments as details. So they would have a more shaped and solid feel to them vs what I feel is a jello look. I know that making a realistic looking and FEELING displacement canyon is a HUGE job, and I think you definitly have some great ideas (esp that 3d map) for it Cheers! |
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04-23-2006, 12:55 PM | #736 | |
Join Date: Jun 2005
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Quote:
Last edited by o_own3r; 04-23-2006 at 01:09 PM. |
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04-23-2006, 03:39 PM | #737 |
Join Date: Feb 2005
Location: Belgium
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like i said: lighting on brushes and displacements is different, you whould see the edge of the displacement verry good!
and being solid doesnt mean looking solid here are some new screens from another cubemap i've tried: imagine this with steep paralax mapping (different fov's on this screens, i was experimenting to get a little more on 1 screenshot :d, ande some of the textures have to be realigned :d) |
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04-23-2006, 03:51 PM | #738 |
Join Date: Mar 2005
Location: California
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The first screen shot looks kinda of weird to me...
What is that on the bottom right corner on the second screen shot? That rock texture is really nice in my opinion - I believe it fits well for this map. I must say that this is coming along nicely. Nice job! (and yea, I bet it would be better looking once you correctly align the textures) Last edited by o_alligator; 04-23-2006 at 03:59 PM. |
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04-23-2006, 04:16 PM | #739 |
Join Date: Feb 2005
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That rock texture is much, much better.
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04-23-2006, 04:30 PM | #740 |
Join Date: Jan 2005
Location: Tampa
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Yea but learn to align the textures properly PLEASEEE.
Edit: Nice photoshop btw. Except the Shield and Health are backwards... |
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