I decided to show you some early-screens of what the town will look like. I also will post the artwork which I want to build.
The screenshots have been deleted. New town in progress EDIT(24th July 2011)
I decided to show you some early-screens of what the town will look like. I also will post the artwork which I want to build.
The screenshots have been deleted. New town in progress EDIT(24th July 2011)
Oops Shock !!!
I never saw so nice thing in Enemy Territory . I am really shocked !!!
EDIT: ahh those two 1st screens are COD screens .
Anyway Kemon dont hesitate to ask me. I can cooperate with you on my more better models . Contact me in profile or in another way .
[QUOTE=Kic;274923]Oops Shock !!!
I never saw so nice thing in Enemy Territory . I am really shocked !!!
EDIT: ahh those two 1st screens are COD screens .
Anyway Kemon dont hesitate to ask me. I can cooperate with you on my more better models . Contact me in profile or in another way .[/QUOTE]
Surely I started with the town one day ago and it looks like that
@Infinitypl123
It is one mapping project and there is still plenty stuff to do. I have great help but still it will take its time. Iām sorry.
You see those streetlamps and the light at the guard shack? Now compare it to the sun
You see some analogies? I put it there for some effect
Current number of brushes: ā5924ā
Current number of Entities: ā517ā
That may sound much on the first moment but keep in mind that the beach + cliff and the cliff-zone are two āseperateā areas. If you look from the beach up you canāt see the cliff-zone and if you look from the cliff-zone down you canāt see the front of the cliff and the majority of the cliff-zone so we are pretty even on that.
I changed several bunkers and also added some. I tried to create the Observation bunker.
Also I add several different trenches and finished the map to the left and right with barbwire and mine-fields.
Previously I used only Flak guns now I reduced their amount to 2 and added 3 naval cannons (thanks to Kic)
Now there will be the most difficult part of the whole map. The border between cliff-zone and the small village. One house is already built.
The village you see on the previous screenshots will not be used because it contains too many hills for a town in northern France (Normandy).
Well have a look on your own. Would be glad for response!
Regards
All I can say is wow and great work
Looks really good, I like the high quality of this map, hope it will be smooth to play
Canāt say for now,havenāt tested on a server,doesnāt lags at the moment on my computer,once we get the rough layout completly finished we optimise,and then Iāll pimp it up with detailed models etc
We have some ideas to enhance the textures a bit, like adding some fake specularity to the walls inside that house in the last screenshot, I experimented it(might not be visible on the screens with normal settings,here I exagerated to show the effect:rolleyes:)
Nice !
But if you have some spare time, could you explain a bit more about that āase blendingā?
Never heard of that technique before, sounds interesting and the results look pretty good
There is a tutorial about it on the internet, which used a special q3map2 compiler,but link was deadā¦ I have found a mirror so I could do vertex blending with a model.
I didnāt really made it and I used blender, but it helps, itās This tutorial
To make it simple:
-you create a model and several shaders (one shader per object in model)
-then you can paint the opacity of one textures (ā>the blending) with vertex paint (with blender,3dsmax etc). In blender, I painted in black&white (one colour for each texture).In 3dsmax itās in the tutorial but I donāt have it, couldnāt testā¦
You can use blur tools such as in a 2d program to achieve the colour effects you wantā¦
So this way you donāt use alphamod cubes and you can make very accurate blending, on for example very large distancesā¦(instead of making 100 shaders for each percent of blending in cubes)
-Then you compile with the special compiler that Iāll upload here (would be good to mirror that if anyone ever needs it someday:wink:)
But itās useful mostly on complex models (as this cliff:wink: ), where you need a lot and a lot of alpha brushesā¦
If I remember in ET:QW itās also used for water transparency in the border of waterlakesā¦
Thanks for the tut, looks very interesting, might want to give it a go some time !
As for the screenshots, great work !
Thanks,by googling a bit Iāve seen using .lwo models you donāt need the special compiler,which is a good point,because it uses vertex alpha and not color so it just works as alphamod brushes
But I canāt find a way to paint vertex alpha in Blender x_x
Iām gonna try with the new blender cause I used 2.49 hihi
EDIT: no need for that! I found out using Netradiant with itās q3map2 works! (use spawnflags 32 in misc_model)
The cobble stone in this screenshot http://www.splashdamage.com/forums/attachment.php?attachmentid=1412&d=1304006216
Is that an ET texture? Iām sure Iāve seen it used before but cant find it for the life of me.
Nice models by the way!
Donāt know if you talk about the stone floor,or the walls in the foreground of the picture, but I checked, and both are custom texturesā¦
You probably had some hallucinationā¦
I donāt know where this textures comes from, I download textures from cgtextures.com, but itās KeMoN who finds the textures for this map(probably from internet texture packs). If you want the texture Iāll upload it