"The Bridge of Remagen" Beta Shots!


(BXpress) #101

hm… i really dont know sorry.
btw, i have started to make the map all new.
my trip to remagen said, “the map u have done, looks not original. make it new NEEEEW NEEEEEEW!”
somethign like this:D
but NOW, the bridge looks real… shots following!


(BXpress) #102

ok, ive been working verry long on this new bridge version. but now i think it looks real!

ingameshots coming soon!


(ziege) #103

Wow! That’s some pant-wettingly nice geometry :slight_smile:


(sock) #104

Create a low poly brushwork version of the bridge and convert it to an ASE model. Then create a portal sky with the ASE model in it. Be careful thou, portal skies can be FPS killers on low end systems. The portal sky system in ET is exactly like the one in RTCW, just we (SD) did not use it.

Sock
:moo:


(BXpress) #105

well, i will think about it! :smiley:


(SEKoner) #106

For all they wanna know more about the Remagen-Bridge. Visit the site of the museum. The Url is http://www.bruecke-remagen.de/


(BXpress) #107

New shots:)
as i said, im doing the whole map new!




(chris) #108

may be a stupid question but anywayzm in the map is it going to be played in daylight or at night, all new et custom maps are dark and so bland :confused: newayz your map looks good, liked ure maps for jk2, lets c what u can do with et now :stuck_out_tongue: :wink:


(WolfPLayer) #109

:eek: wow that bridge looks great :banana:


(system) #110

I’m looking forward to see the final performance with lightmapped terrain and water. :wink:
Some food for my 3Ghz CPU. :smiley:


(-=skOre=-) #111

It’s always nice to see your ‘pupils’ evolve…

Nice work, very nice work bx !

I might start on ET :wink:


(Kobis) #112

Did you make the bridge smaller? Your map is looking great though, cant wait till its released! :clap:


(BXpress) #113

wait ill have a look:
new bridge: 11856 units
old bridge: 8440 units

no, its bigger now:D


(niko) #114

beta beta beta

plz plz plz


(BXpress) #115

hm yes i will try to make one till tomorrow evening!
im on vacation for the next 2 weeks!


(ydnar) #116

Are you using _lightmapscale on the bridge?

Those shadows look quite sharp… but the number of lightmaps will be excessive for a bridge that large.

Nice brushwork, though. :slight_smile:

y


(ydnar) #117

That said, to make the bridge mesh more efficient, make sure it’s a shader like this:


textures/remagen/bridge_metal
{
	q3map_nonplanar
	q3map_shadeAngle 75
	
	surfaceparm metalsteps
	
	implicitMap textures/remagen/bridge_metal.tga
}

The nonplanar/shadeangle stuff will direct Q3Map2 to create a nonplanar mesh of the brush pieces making up the bridge. Also, make sure all the plain metal textured brush faces are unaligned in Radiant so they can mesh together more cleanly.

y


(BXpress) #118

thank you ydnar|randy! i will use this shader… btw, how did you know that my texture name was bridge_metal?^^


(denizsi) #119

ah no, I mean, the width between the parallel railways. It’s for sure that bridge is really long :). Just comparing the shots to the photos, the area between the two parallel rails need to be a little broader I think (in the new bridge as well)

As for objective, my suggestion:

place 2 traincars connected together, they will move together when the player gets on them, or just 2 different train cars on both railways. Both train cars loaded with explosives, and Put a constructable barrier (or 2 in case of 2 different train cars) on the railway.
So, you bring the traincars to the middle of the bridge and place the dyno on the traincars but construct the barrier before that so other team can’t save the bridge by taking the cars back, away from the middle. And I think you should make that portion of bridge to look damaged already for it to look convincing to blow a bridge this strong in the middle.


(Ulysses S. Grant) #120

Hmmm…Why not make this a dual objective? How far away was the V2 Facility from the bridge? If it was down the river or something maybe have a side path and two axis spawns, along with two allied spawns. Then, maybe there you could have a V2 Rocket facility with a control panel along with 11 V2 Rockets. Maybe you could have some type of system where you had to transfer fuel to the V2 Rockets, or construct the rockets. Something along that nature that would lengthen the process. Maybe the axis could initially destroy that one part like they did on March 7th with dynamite. Another thing, maybe if the allies got a tank across the bridge before the dynamite was planted, the allies could take the other end of the bridge and all axis would then go to the V2 Facility to try and finish the job they couldn’t start. Also, if they do the bridge in advance then the allies could also have a second objective of making that little bridge that they made I guess, and the allies would also need to stop them from TOTALLY destroying the bridge. I could probably go into more detail but that would take a long time, just some thoughts I hope you could use which I THINK would make the map 100 out of 10 points or something…lol, that would be so tight, sorta’ like a campaign in its own, oh well, hope you check this out, good luck on the finished project bxpress.