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Roostervier
June 25th, 2007, 11:06 PM
This is a work in progress, in very early stages. The name gets the thanks of Sunny, he's awesome with names =p. This map is made mostly to force the player into close quarters combat, save for a few areas.

http://img98.imageshack.us/img98/1192/00008fi7.jpg
http://img264.imageshack.us/img264/6355/00007uw3.jpg
http://img528.imageshack.us/img528/5297/00004wm0.jpg
http://img182.imageshack.us/img182/1213/00003fg6.jpg

Most of the pics above are really old, I have added a cave, and I plan on adding forerunner bases, interiors, and more caves--maybe a network of them. Also, the top pictures were originally just used to give Sunny an idea of what the map was like for a name, not for this... I will get more pics =D.

My water shader thus far until bum has knife gets us the hawt one (I disabled animation for now):
http://img247.imageshack.us/img247/9735/00011ml1.jpg
http://img223.imageshack.us/img223/3813/00012ed0.jpg
http://img507.imageshack.us/img507/4679/00013yz5.jpg
http://img181.imageshack.us/img181/9402/00014eg6.jpg

jahrain
June 25th, 2007, 11:11 PM
Wow looks like a bitch to lightmap. Definitely needs more terrain mapping work. But that water looks awesome for stills! Send me those shaders when you get the chance. I'l see I can get it to animate properly.

korori
June 25th, 2007, 11:12 PM
I want your water. LOL nice start of course add more detail. :)

Roostervier
June 25th, 2007, 11:13 PM
Wow looks like a bitch to lightmap. Definitely needs more terrain mapping work. But that water looks awesome for stills!
I wants me some Real Time Refractions D:
Yes, I need to learn to properly map terrain, this will be a lesson for me. The lightmaps only take 3 hours on medium though, it isn't the worst.
Also, took me like, 2 hours to get the water looking decent, but about 1 hour and 10 minutes of that was loading sapien every time I changed it D:

Elite Killa
June 25th, 2007, 11:19 PM
Look a bit plain. But it is a WIP after all.

I like the water shader though.

megaxp
June 26th, 2007, 12:05 AM
LOOKS... Good Work ;P

Ki11a_FTW
June 26th, 2007, 12:11 AM
send me the water PLEASE

map is also comin along nicely.. it has a lot of potencial (cant spell)

AIM me wen you have teh chance

SuperSunny
June 26th, 2007, 01:15 AM
Super awesome work with the water :P

Con
June 26th, 2007, 01:26 AM
Nice water, but the map really needs more work in the layout/detail/not-height-map-ish category.

Roostervier
June 26th, 2007, 09:41 AM
Nice water, but the map really needs more work in the layout/detail/not-height-map-ish category.
I agree D: Could you talk to me on AIM about that sometime? You are good with level structure =p.

Also, for the water, all I've done so far is convert the cube map from Halos b30 water reflection and mess around with shader templates. If only I could get the animation and RTRefractions to work (correctly).

soccerbummer1104
June 26th, 2007, 11:03 AM
hey, try vertex modeling. basically youy go into your top view, and make a topographic map with the verticies, outlining every 10 feelt of elevation. you do that for a rough sketch ofyour mode
then u connect the vericies how you want and raise the sections to the prefered height. you can then edit it further to make it look more realistic and add in holes, and caves and what not.

Roostervier
June 26th, 2007, 11:33 AM
If this doesn't work out, I am completely fine with recreating the entire geometry, I've only spent 2 days on it (most of which was spent creating bitmaps, shaders, lighting, and my water).

DominionOvrU
June 26th, 2007, 02:57 PM
hey, try vertex modeling. basically youy go into your top view, and make a topographic map with the verticies, outlining every 10 feelt of elevation. you do that for a rough sketch ofyour mode
then u connect the vericies how you want and raise the sections to the prefered height. you can then edit it further to make it look more realistic and add in holes, and caves and what not.

Call me the newb..but is this similar to spline modeling?..or different. Just curious im always looking for new modeling techniques.