ChalklYne Posted August 14, 2013 Posted August 14, 2013 Also, as much as I love what you've done, is there a way to offset the layers to make it more realistic? Like have layer 1, then layer 2 will be shifted a bit up and to the right, and layer three will have the texture mirrored, and so on? And lastly I'm a bit confused. Are you making a model of the hedges or a shader? I understand the other foliage like flowers was going to be modeled, but I was hoping for just a shader for the hedges to that I could just apply it to the brushwork I've already done. It would be a massive pain to try and redo it all. No point in having layers if its just a texture. you will either have to use models, or recreate what he did in Radiant. I had the textures layered to show depth and stuff and you were saying they didn't look well maintained. I think that's why he has his rather box-ey. Recreating it from the model he's making will be simple. He'll probably make you some like 10' sections, and you just tap the space bar in radiant and duplicate it and move them along replacing whatever hedge models you have. The method you are going for will look almost exactly like the N64 version, just maybe better textures. Up to you tho
CaptainChar Posted August 14, 2013 Posted August 14, 2013 Botdra's made me want to release all the old stuff I have castlevania related >.> even if its not great, im sure the source files would be helpful for another mapper Botdra likes this
AshuraDX Posted August 14, 2013 Posted August 14, 2013 @@AshuraDX: Sorry man but I could never get the .ase exporter to work. Here's the .map file if someone can convert it: http://www.mediafire.com/?3ibzo3eviturdor Also, as much as I love what you've done, is there a way to offset the layers to make it more realistic? Like have layer 1, then layer 2 will be shifted a bit up and to the right, and layer three will have the texture mirrored, and so on? And lastly I'm a bit confused. Are you making a model of the hedges or a shader? I understand the other foliage like flowers was going to be modeled, but I was hoping for just a shader for the hedges to that I could just apply it to the brushwork I've already done. It would be a massive pain to try and redo it all. allright i'll try to catch szico onlnie for the conversion okay now a few things :the hedge model was an exmapel what I'd like you to do with your hedges , using different offsets for each texture layer shouldnt be a problem with gtk's texturing tool the flowers wont be modeled , I was thinknig of using a sprite based "grass" shader with a flower image so isntead of a grass halms you get flowers on all brushe using the shader
ChalklYne Posted August 14, 2013 Posted August 14, 2013 using different offsets for each texture layer shouldnt be a problem with gtk's texturing toolOh yeah huh? Like decals. My blunder. Good thinking
Botdra Posted August 14, 2013 Author Posted August 14, 2013 @@ChalklYne: Not at all, I wasn't trying to say that your didn't look well kept, it was just thrown out there as something I wanted to make sure happened with this, that's all. Nothing wrong with yours at all!@@AshuraDX: Alright so, just so I'm clear...For the hedges you're going to make me a texture (with some transparencies) that I can then stack together in radiant, using thin brushes and offsetting each layer for realism. Is that right? Are you also making a solid texture for the innermost layer? And I'm down with whatever you wish to do with the flowers, sounds good to me.
AshuraDX Posted August 15, 2013 Posted August 15, 2013 @@Botdrayou dont need thin brushesbox brushes will do fine , that's what I didjust caulk the bottom side
ChalklYne Posted August 15, 2013 Posted August 15, 2013 There's Death set up to the skele. Tags all in place. Would be cool if anyone knew how to do the wavy lag shader so we could get a very slight wind ripple out of those wings. I'll be going back over his textures soon. Anybody have a full xsi scene with all the base anims imported? @@minilogoguy18 @@DT85
Botdra Posted August 15, 2013 Author Posted August 15, 2013 I'm curious about how the bottom of his robes will look when walking, it might come out rather awkward and stiff. Worst case scenario you could cut them off... maybe have him floating instead of walking? In any case I'm sure you've got a plan so I'll just wait to see the end result.
ChalklYne Posted August 15, 2013 Posted August 15, 2013 Well the plan was to have him hovering maybe a foot off the ground... then change his crouch anim to him flying and change all crouch anims accordingly to be fly instead of crouch. So he's always in the air a bit. But I really want to try some things with the cloth like anims with tails and stuff if I can get a complete xsi file with all of the anims and maybe a week to figure out how to tag each one and transfer correctly Long story short.. yeh I gotta plan. he'll be ok. that N64 Hud would be cool if someone incorporated the saber styles and stuff into it
Botdra Posted August 15, 2013 Author Posted August 15, 2013 Well the plan was to have him hovering maybe a foot off the ground... then change his crouch anim to him flying and change all crouch anims accordingly to be fly instead of crouch. So he's always in the air a bit. But I really want to try some things with the cloth like anims with tails and stuff if I can get a complete xsi file with all of the anims and maybe a week to figure out how to tag each one and transfer correctly Long story short.. yeh I gotta plan. he'll be ok. that N64 Hud would be cool if someone incorporated the saber styles and stuff into it Excellent, interested to see what you come up with. I was thinking about the HUD but I'm so sick of HUD files after doing my last few scope and HUD mods, heh. Bit burnt out.
CaptainChar Posted August 15, 2013 Posted August 15, 2013 I have textures for the HUD, if someone wants to do it, these are from an HD remake of N64 game, not sure if usuable or not, but valuable referenceshttp://www.mediafire.com/?s0f2b6sj4m3gmmg
minilogoguy18 Posted August 15, 2013 Posted August 15, 2013 No I don't, it only has half the animations, it's a shit ton of work to even compile it all into 1 scene because you have to import 1 at a time and then transfer the animations over to another skeleton to merge them. I also had to set up a mapping template since some files have IK chains while others are nulls making it even more trouble. Adding bones to the skeleton is just way too much work with way too few rewards. Tempust85 and CaptainChar like this
Tempust85 Posted August 15, 2013 Posted August 15, 2013 Why would this death dude need Jedi animations? You could just make whatever he needs and have him run off his own GLA (ie rancor). ChalklYne likes this
CaptainChar Posted August 15, 2013 Posted August 15, 2013 Originally, well, the team behind the vampire blood chonicles was going to use death over the ragnos Npc, since it was just a flying torso, another method at the then time was to have a layer of block NPC, that would prevent him from ever falling into pits, but we ultimately scapped that one
ChalklYne Posted August 16, 2013 Posted August 16, 2013 Why would this death dude need Jedi animations? You could just make whatever he needs and have him run off his own GLA (ie rancor). I might look into doing something like this for him tonight.. then base his anims off of the rancor npc. Good call man http://www.youtube.com/watch?v=mwQpYGI_YSQ&feature=youtu.be Botdra, therfiles, Tempust85 and 1 other like this
CaptainChar Posted August 16, 2013 Posted August 16, 2013 Chalk, id say you got it looking pretty similar to the N64 Death.http://youtu.be/9iUjJEtcXI0
Botdra Posted August 23, 2013 Author Posted August 23, 2013 Just a heads up, this thread is going to be moved to the new Castlevania Mod subforum located here. CaptainChar and Circa like this
Botdra Posted August 27, 2013 Author Posted August 27, 2013 Got a question for you guys. Should I block it so that you can only jump up to the height of the hedges (or slightly above) in all areas except the lookout points? Or would you prefer being able to walk on top of the hedges freely? There will be fog to impair your vision regardless, but I feel like there's pros and cons to both methods.
CaptainChar Posted August 27, 2013 Posted August 27, 2013 I had this issue with the "Haunted Graveyard" map, most people didn't like the N64ish invisible barriers
Botdra Posted August 27, 2013 Author Posted August 27, 2013 I had this issue with the "Haunted Graveyard" map, most people didn't like the N64ish invisible barriers I feel like it would add to the immersion and challenge having the barriers, but at the same time I don't want to limit people too much. Might release two versions?
CaptainChar Posted August 27, 2013 Posted August 27, 2013 a good thing about being limited if you were to use the skeletons or other NPC's it would provide a big challenge for players to have to think a little before dealing with them, eg if the hedges only had Block player, but allowed NPCs
Botdra Posted August 27, 2013 Author Posted August 27, 2013 a good thing about being limited if you were to use the skeletons or other NPC's it would provide a big challenge for players to have to think a little before dealing with them, eg if the hedges only had Block player, but allowed NPCs Now there's an idea, I'll have to think about that. If we were to put this into an SP level, I think I'd definitely block off jumping height (but jumping would probably be limited as a game mechanic anyways) but as for the MP version of the map, perhaps I'll do a version with and without the limits so people can choose themselves. CaptainChar likes this
Botdra Posted February 10, 2014 Author Posted February 10, 2014 So as an update this map is about 85% complete. 99% of the brushwork is done, and once I get some models from Chalk then I just have to finalize some textures, do the lighting, get a skybox and we're done this one!
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