Construction Community Map Dev Thread


(Donnovan) #221

New changes commited:


(SebaSOFT) #222

Don, I saw the new mega-texture preview, and it looks extraordinary, Just wanted to know if you where planning something like a bridge to get the ramp to the fort…


(Donnovan) #223

Yes, a bridge. Thought this was the original concept.

If not a bridge, we need to push the road more far from the university.


(SebaSOFT) #224

Yes I remember, cool!
Maybe like the bridge that Vio did for the construction site…

I did imagine a blocked tunnel entrance (going into the mountain) in the upper left part of you last picture, but is too much hassle for an aesthetic only feature.


(Donnovan) #225

Well, will put it on the TO-DO. Not hard to do that.

This will help to make the map less isolated. At date people seens to born and die there.


(SebaSOFT) #226

Exactly my thoughts, my idea is to give the perception that the city is part of a larger group of cities that is not accessed only by sea or the Strogg–side tunnel…

You don’t even have to cut the terrain, just paint some of it in pitch black, add some brushwork simulating the tunnel entrance, and block it like GDF isolated the city for Data Brain studies…


(Violator) #227

Roads are a lot better now Donnovan, though they should be more curved at the corners rather than the straight 90’ angle. I’ve made a couple of changes:

Moved the console back into the uni with the relevant bot entities (Don can you check this pls)
Added a lower exit to the site tower + some more details in there.


(SebaSOFT) #228

Great work Vio


(Donnovan) #229

Thanks for the help Vio. Will look your changes when i get home.

Also, you know i’m in a quest for performance that already have had its tastefull fruits. So i ask you to let me go to the last mission: Optimize the Site. Changes would be on:

1 - Portals.
2 - Number of Batches:
----- 2.a - Add new textures to the current texturesheets.
----- 2.b - Create new texturesheets.
----- 2.c - Re-aling the new/changed texturesheets on brushs if needed.
----- 2.d - Optimize LOD keeping in mind the performance relation [b]More_Batches X More_Triangles.

Also, other changes on the rest of the map:

  • Add light sources to the University.
  • Make curved street corners.

(SebaSOFT) #230

I’d like to know if it’s hard to make the pedestrian painting in the corners… I think SD has them in a texturesheet or something.


(I meant last one)


(Donnovan) #231

No, it’s not hard, i already know how to do that, just another texture layer with mask on the megatexture. Don’t need to use Projectors, Decalcs or Road tool.

The one i still not sure how to do is the curved corners. If i could put the texture on a grid and then deform the grid, would be nice to make it.

PS.: I did the roads with Projectors.


(SebaSOFT) #232

Do you have the megatexture in a photoshop file or something? I can help with that.

Or give me your road texture and I make it circular


(Donnovan) #233

I will give it to you Seba, since i believe you do not have the Megapak, a pak with textures, to make terrain on the SDK, released by Splash Damage (300+ mega download).

Can you say how will you do that? In Photoshop?


(SebaSOFT) #234

given a current texture (like the road one) I have the Photoshop skills to make the corner…


(Donnovan) #235

Leaving work right now. Will send you the road texture when i get home.

Nice! I have Photoshop 5 :smiley:


(SebaSOFT) #236

photoshop CS5 here


(Violator) #237

I made some zebra crossing and other road templates for estate, they are UK though. I used a mix of roads and projectors.


(Donnovan) #238

Seba, see your email please.


(Donnovan) #239

A-HA!! I did it!

Photoshop 5 on the go! (Gimp, say hi to your rich friend).

(85 Kb image)


(Donnovan) #240

A-ha!! I did it!

Photoshop 5 on the go! (Gimp, say hi to your rich friend).

(Zebras will be less bright)

(85 Kb image)

Seba, not sure how you planed to do it. I used Polar Coordinates.