Screenshots of my map, Venice


(Danyboy) #61

More positive feedback from me too :slight_smile:

First I have to say this is one of the best custom maps Ive seen ever

Also the screenie of the torn up floor (tiles on ground) - its good effect but needs a lot of time to perfect - u might be working on it i dunno

At moment there are several large brushes with floor texture applied - when i made this effect I cut brushes the size of each tile based on the texture copied and pasted it several times - then rotated tiles - to make it look like tiles had come loose


(Sonix) #62

Simply an incredible map. Can’t wait for it’s release!


(chavo_one) #63

Some more to tempt your taste buds! :slight_smile: I’m starting to work on the canal fronts where many battles are sure to take place as the boat is escorted.

As always, to see the fullsize pics, visit http://chavo-one.com




(flashkillaman) #64

:notworthy: :notworthy: :notworthy: WOOOOW :notworthy: :notworthy: :notworthy:
love the tank and wonderfull chamber but the water is maybe a bit unnatural


(Wraith2k3) #65

Looking nice. Looks like it’ll be a nice chage from the “The axis have a bunker/fort. They sit in said bunker/fort and shoot out while the allies try to break in and destroy something” maps we’ve had of late (no offence to anyone btw).

Anything for a map that allows the axis to move around a little.

Oh and the obligatory:

OMG!! BOAT!! :clap: :clap: :banana:


([cvd]ChickenHawk) #66

:eek3: Really sharp! Perhaps some floating objects in waterways?? Dunno, but I don’t think that Venice’s canals are quite so clean… :smiley:


(Machine for to kill) #67

looking better and better by the day

P.S.
How’s performance so far?


(Loffy) #68

How do u get the brown mat on the floor? Is the floor one (1) brush and the mat is another (smaller) brush. And the mat brush is placed ontop of the floor? But that would cause z-fighting?
Or is the floor “cut up” into several flat brushes, and the mat is just one of these? Then u texture the mat as a mat and the rest as floor (tiles)?
// Loffy


(Spookstah) #69

It really looks great, i only hope that you are gonna “dirten” up the streets and buildings.

Buildings can use some war damage or atleast dont look like they are build just 1 week before, also some trees,bushes,flowers on balconies and dirt on the street like old news papers, bottles, dog shit :banana: etc. would give it a more natural look.

But for the mapping itselfs :clap: :drink: :clap: :drink: :clap:


(MindLink) #70

I’d say he used decals. For more infos on that just search the forum… :wink:


(G0-Gerbil) #71

Great work Chavo - slip me on the beta list anytime :wink:


(chavo_one) #72

Thanks for the comments and suggestions guys! It’s all taken with an open ear.

The performance of the map is along the lines of goldrush. I’ve only done minimal hinting and the r_speeds top out around 38K in certain places. I’m sure that number will drop once I do some serious hinting.

As for the rugs in that screenshot Loffy, they’re actually .ase models I created. There are many ways to accomplish this effect (ie. decals), but I decided to create .ase models so that I could freely rotate them. The model is just one face, lying one unit above its origin. I then place the model into the map with the origin flush to the floor (therefore the model lies one unit above the floor).

Also, I don’t plan on adding any war damage to this map. Venice was never attacked during the war, so this map is purely fictional. The premise I’m going with is the Allies have intercepted intelligence that an important transaction will be occuring between the nazis and Italians in Venice. A small tactical force must disrupt the transaction and hopefully escape with the goods. Therefore, no warfare would have ever occured in Venice before this operation.

I’ll add smaller details in the streets as performance allows. Once I’ve hinted and seen how the full map runs, I’ll go back and put those finishing touches in. :slight_smile:


(G0-Gerbil) #73

Chavo, you may want to try running ET in 16bit colour depth / depth buffer to see what some people may well get.
I’m guessing you’ll get some z fighting on your rugs if they are simply hovering a bit :confused:

You could try making the shader for the rugs a decal, it should work even though it’s on an ASE, and that won’t go wrong at all.

PSSST I’m just sorting out the objectives in your Xlab bit :wink:


(chavo_one) #74

New and improved water!
More natural color!
Lightmapped shadows!
More chocolate chips found in every bite!


(flashkillaman) #75

WOW looks awesome


(G0-Gerbil) #76

Much improvement :slight_smile:

Maybe you should give the top water surface a little bit of light emitting?
Could give you a simple ‘reflected light’ effect. Although on the other hand it might make the water look like it’s radio-active :wink:

BTW sky is a bit garish - have you looked at terragen - it can do stunning skies / clouds as well as lush terrain.

Keep it up me old mucker \o/


(G0-Gerbil) #77

BTW if I come up with a water caustics decal, would you be interested?
My post above made me think of it, and I rather like the idea…


(chavo_one) #78

I would definitely be interested in a caustic decal. I originally envisioned a water reflection on the underside of the bridges. Don’t have time to spend creating one ATM though.

Also, I’ll have another look at terragen. I’ve always been overwhelmed by it’s incredible number of options.


(G0-Gerbil) #79

OK may have a look at a simple cuastic thingy later today.
As for terragen, yes it does have tons of options, but since you just want a sunny day, you can probably just render out the first thing that is shown by default!

Just remember you need to set the camera focus to 1.0 (for 90 degrees FOV) and manually set the rotation of the camera to all the angles you need.

There must be a tutorial around for doing skyboxes with terragan I’d have thought?


(chavo_one) #80

I’ve seen a few out there. I will have to search through my old collection of links again.