Jedi_Mediator Posted May 13, 2018 Posted May 13, 2018 The first WIP screenshots of Level 9. I have the basic brushwork done up to the completion of the first objective, and a little more past that. I couldn't figure out a way to add ambient sky light with the GL2 sun shader, so I just had to give the map an "ambient" value of 200. Is there a better way to do this currently? P.S. I still can't use tags. It says I'm not allowed to. So until that gets figured out, you'll have to keep clicking on the links. EDIT: Problem solved. z3filus, ent, Jeff and 3 others like this
Archangel35757 Posted May 13, 2018 Posted May 13, 2018 @@Jedi_Mediator - please grab the actual image link that works with IMG tags.
AshuraDX Posted May 13, 2018 Posted May 13, 2018 You need to copy the direct image link, make sure it has a file extension at the end.
Jedi_Mediator Posted May 13, 2018 Author Posted May 13, 2018 Ok, I'll give it a try. EDIT: Original post has been fixed. Feel free to give feedback!
Username Posted May 14, 2018 Posted May 14, 2018 Oh hell yeah! This is my absolute favorite level and i'm loving the faithful architecture so far
Tempust85 Posted May 15, 2018 Posted May 15, 2018 I can see that this level will need texture variation, but other than that, it's coming along nicely. minilogoguy18 likes this
Jedi_Mediator Posted May 16, 2018 Author Posted May 16, 2018 Yeah, I obviously am not trying very hard with textures yet, since they're just going to change later. More shots are here. Slightly better outdoor lighting, some sourceless WIP lighting indoors, and more new areas. Onysfx, GPChannel, SomaZ and 6 others like this
minilogoguy18 Posted May 17, 2018 Posted May 17, 2018 Awesome to see so much mapping progress lately since I've seen lack of maps be the death of so many large mods. Keep going with the structure using original textures, they're just placeholders anyway. Tempust85 likes this
Jedi_Mediator Posted May 28, 2018 Author Posted May 28, 2018 Lots of areas have been added. Using a royalty-free texture I found online as a placeholder for the fuel. Some pretty serious texture distortion can be seen on some of the patch meshes...there is not always a way to fix this in Radiant. This would be another good reason to use models for the pipe interiors, as AshuraDX has offered to do at some later date. Psyk0Sith, Username, hhunter6 and 6 others like this
Tempust85 Posted May 29, 2018 Posted May 29, 2018 I really hope you and the other mappers are using the textures from the mod, to save you from having to do a find/replace later. Anyhow, looks sweet.
Jedi_Mediator Posted May 29, 2018 Author Posted May 29, 2018 About 99% of the textures in this map are from the mod. The fuel is the only one I have needed to find from an outside source, since I couldn't find the DF2 version anywhere in our assets. Despite that, I will still need to go back and do a lot of texture work at the end, since I haven't worried about texture alignment much, and some of the texture choices in the original game just look bad. Tempust85 likes this
Username Posted May 30, 2018 Posted May 30, 2018 Always delighted to check out new progress pics. Veri veri nice yes
Jedi_Mediator Posted June 1, 2018 Author Posted June 1, 2018 Well, there might be a few secret areas I need to go back and add, but other than that, I have officially laid out every area in the map! This will be the foundation I will use to go back and add lots of detail everywhere (which may well take longer than laying the foundation). When I reached the end of the map, I realized/remembered that the player sees the entire length of the Sulon Star before having to jump onto it. Once the player jumps on, the entire ship moves, with the player standing on one of its catwalks. Do we want to make the Sulon Star with modeling? Or should I try to make it with brushes? The shape isn't all that complicated, and we really only need to make one half of it, since the player never sees the other side.
Tempust85 Posted June 2, 2018 Posted June 2, 2018 We will model it. Brush placeholder though so we have the correct size for the model.
Jedi_Mediator Posted June 3, 2018 Author Posted June 3, 2018 I'm starting the process of adding detail, and finding that the base DF2 assets give me a very limited selection of textures to work with. To make certain architectural features look right, I need textures that aren't there. Can I use some from the base JKA assets as well?
Jedi_Mediator Posted June 6, 2018 Author Posted June 6, 2018 Detail has been added to the first few areas. As I work on each area, I'm trying to imagine what the actual function of that area might be, if the fuel station were real. It helps with deciding what to add, since lots of the areas in the original level were so empty and apparently purposeless. z3filus, SomaZ, ent and 9 others like this
Archangel35757 Posted June 7, 2018 Posted June 7, 2018 Detail has been added to the first few areas. As I work on each area, I'm trying to imagine what the actual function of that area might be, if the fuel station were real. It helps with deciding what to add, since lots of the areas in the original level were so empty and apparently purposeless. Google "Fuel Refinery" and "Naval Fuel Depot" and look at the image results for more inspiration. Looks great so far.
Jedi_Mediator Posted June 8, 2018 Author Posted June 8, 2018 Google "Fuel Refinery" and "Naval Fuel Depot" and look at the image results for more inspiration. Looks great so far.Ooh, nice! I had been searching "factory" and "power plant," but these work much better! EDIT: Okay, to what extent can I spam pipes, the way they do at these fuel refineries? I'm asking in terms of tris and FPS. (Example below.) https://goo.gl/images/7nMxiW hhunter6 likes this
Archangel35757 Posted June 8, 2018 Posted June 8, 2018 You can also use normal mapping on brushes, correct? @@SomaZ
SomaZ Posted June 8, 2018 Posted June 8, 2018 You can also use normal mapping on brushes, correct? @@SomaZYou can use normal mapping on everything besides sprites, effects and gui elements. Archangel35757 likes this
Psyk0Sith Posted June 9, 2018 Posted June 9, 2018 Ooh, nice! I had been searching "factory" and "power plant," but these work much better! EDIT: Okay, to what extent can I spam pipes, the way they do at these fuel refineries? I'm asking in terms of tris and FPS. (Example below.) https://goo.gl/images/7nMxiWNot sure about budget but some could be made as a big element, as if they were all tied together, so you only make the outline round and the "inside" details will be faked with textures. Archangel35757 and SomaZ like this
Jedi_Mediator Posted June 15, 2018 Author Posted June 15, 2018 Detail has been added to every area up to the completion of the first objective. How do I extract that orange fuel tank texture from the DF2 assets? I'm talking about the tanks you shoot and blow up. They have a flame icon on them, I think. EDIT: I figured it out with some help from Inigro. I now have the fuel tank texture. minilogoguy18, hhunter6, GPChannel and 5 others like this
Jedi_Mediator Posted June 22, 2018 Author Posted June 22, 2018 Smaller update this week. I think I have a solid artistic direction figured out for the big multi-level tank room. Feedback is welcome. Username, Lancelot, Jolly and 1 other like this
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