Jedi_Mediator Posted March 28, 2015 Posted March 28, 2015 Here's my first WIP for this very simple level. I've got pretty much all the brushwork done and added some basic lights. What you see is basically an attempt to mimic the original as closely as possible. Tiling textures and all. I would love to add some more detail to make it less boring than the original, but I don't know how close you guys want to stick to the original game's visuals. How much can we add to these levels? [Any advice on how to embed the images rather than just link to them? It doesn't seem to be letting me.] http://s241.photobucket.com/user/Jedi_Mediator/media/shot0305_zpslmt3xzhy.jpg.html http://s241.photobucket.com/user/Jedi_Mediator/media/shot0307_zpstafbrnlp.jpg.html?sort=3&o=3 http://s241.photobucket.com/user/Jedi_Mediator/media/shot0311_zps41ha0tfd.jpg.html?sort=3&o=2 http://s241.photobucket.com/user/Jedi_Mediator/media/shot0306_zpsjogljqh7.jpg.html?sort=3&o=5 Smoo likes this
Tempust85 Posted March 28, 2015 Posted March 28, 2015 Keep to the original structure but add details in as you see fit. Just make it look like the details belong. Also, swap out some of the texturing as the original levels have piss poor application of textures. They just look slapped on anywhere and don't make sense half the time. One thing I still need to do is add sounds to floor textures.
minilogoguy18 Posted March 28, 2015 Posted March 28, 2015 Nice start, could you please embed the images so that we can see the images here without being linked to an external site in the future? The first image should be pasted like so... [img=http://i241.photobucket.com/albums/ff147/Jedi_Mediator/shot0305_zpslmt3xzhy.jpg] I'll also go with what DT said, the structure so far looks true to the original which is good but texture work is what's really going to need to be done to make it "pop".
Tempust85 Posted March 28, 2015 Posted March 28, 2015 This floor texture here is used way too much: Also, try and round some of the blocky details but only where it makes sense to. Like you wouldn't round a square beam, for instance. The levels are to be lit from obvious light sources, unlike the original game. Barricade24 likes this
NumberWan Posted March 28, 2015 Posted March 28, 2015 Even though I like the freshy look of the familiar environment, which brings lots of memories back to my time with Dark Forces II, I would agree that new details are in great demand here. It's too bad the video in the game doesn't show too much of this large hall. I think developers tried to design as much as they could envision from the video. I am not sure what kind of room is that by the way. Is it some sort of central ventilation shaft or larger storeroom?
Ramikad Posted March 28, 2015 Posted March 28, 2015 I also agree it's a good start, though I think you should try to make it more resembling of the area seen in the cinematic cutscene rather than the game level.
Jedi_Mediator Posted March 28, 2015 Author Posted March 28, 2015 When I try to imbed the images using tags, it gives me the message, "You are not allowed to use that image extension on this community." Do I not have enough permissions to use tags here? But I love adding detail. What I've done so far is just staying true to the original game's boring texturing. I'll start making it look better today and post screenies of my progress.
DrXann Posted March 28, 2015 Posted March 28, 2015 Just map it after the boss fight level instead of the live action cutscene since you can barely see the room containing the cargo containers and maybe add some enhancements like a conveyor belt in the background for moving boxes in the level
Circa Posted March 28, 2015 Posted March 28, 2015 When I try to imbed the images using tags, it gives me the message, "You are not allowed to use that image extension on this community." Do I not have enough permissions to use tags here?Because you're trying to embed a web page instead of an image. You need the direct link from the Photobucket page, found in the bottom right.:
minilogoguy18 Posted March 28, 2015 Posted March 28, 2015 ^This, or you could just use imgur, way better than photobucket, they give you the proper link for embedding images. AshuraDX likes this
Jedi_Mediator Posted March 28, 2015 Author Posted March 28, 2015 All right, here's today's update. Did lots of texturing and detailed brushwork in the big main room, and toned the lights down a little bit. I tried to keep the feel of the original level the same, but adding details inevitably changes the appearance too much. What do you think? Too much change? Not enough? Archangel35757, minilogoguy18, Onysfx and 1 other like this
minilogoguy18 Posted March 28, 2015 Posted March 28, 2015 It's starting to look a lot better, on the walls though where the door leading to the small room is I think should be replaced with something else, they just don't seem to go well with the brushwork of the door they surround. NumberWan likes this
Tempust85 Posted March 30, 2015 Posted March 30, 2015 I just put some framing to fix this up, had this issue on narahadda.
Jedi_Mediator Posted March 30, 2015 Author Posted March 30, 2015 New update. Added a simple border to the walls to help the entryway work a little better with the texture. Also changed some lighting and added new lighting in the area at the bottom of the map. GPChannel, Archangel35757, DrXann and 7 others like this
hhunter6 Posted March 31, 2015 Posted March 31, 2015 Looks really good. As far as adding that extra "pop" to the level, try adding pipes. One of the old DFMod team members was addicted to pipes, so much so that the WIPJabba ship level had them everywhere. But they looked like they belonged there. Maybe a few hanging cables as well.
Jedi_Mediator Posted March 31, 2015 Author Posted March 31, 2015 I could definitely add pipes and/or wires if we wanted to go that route. My question (potentially to everyone) is how closely we should stick to the original level designs. Obviously, the original Gorc & Pic level did not have pipes or wires, but if we don't mind deviating a little, it could definitely add some variety.
Tempust85 Posted March 31, 2015 Posted March 31, 2015 Just so long as it looks like the extra detailing belongs, go for it. B) I'm really impressed with your work. The only issue I see is the "pipes" that connect the ceiling lights to the roof. Maybe tweak how they connect to the roof. There are also some light models in JKA that I've been toying with as well. But also if you need a model or texture made, let us know.
NumberWan Posted March 31, 2015 Posted March 31, 2015 I would replace the square lamps beneath the containers on something more detailed. There is a lamp model in JA, which is round and could be used there. It's either in the Imperial folder or Vjun one.
AshuraDX Posted March 31, 2015 Posted March 31, 2015 probably add some kind of framing aorund those floor holes in the big room aswell - to suggest that these are elevator shafts or something - random perfectly square holes are just... meh not realistic and quite boring to look at
Ramikad Posted March 31, 2015 Posted March 31, 2015 Also, there are very inspiring screenshots of the original DF2mod maps: http://shamusworld.gotdns.org/df2mod/screenshots.html NumberWan likes this
Jedi_Mediator Posted March 31, 2015 Author Posted March 31, 2015 Added more detailing and tweaked lighting. I tried the lamp model in the lower part of the map, but as you can see, it looks kind of dim. We could still use the model, but we might want to tweak the shader so it looks like it's actually emitting light. Onysfx, hhunter6, NumberWan and 2 others like this
minilogoguy18 Posted March 31, 2015 Posted March 31, 2015 Starting to look really good, now we just need Gorc and Pic models...
DrXann Posted March 31, 2015 Posted March 31, 2015 Good ones since the DF2 skinpack doesn't have those two and they were never made.
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