what am i up to? *screens*


(dime1622) #1

thought id let ya know what im up to, being the new guy here and all. right now, im workin on the first map in our campaign, omaha beach. (how original) however, i think youll find that this will turn out to be shaped and play differently than any other beach map released. im working on very basic geometry right now, and finally got some lighting in it (thanks, joop sloop). though its really gotta be turned down. this is only diffusesamples 2, as well, so that explains the uber-crappy shadows. anyway, here she is, got a helluva lot of work to do yet

o btw sorry if theyre big, i run 1600x1200 and then the game at 1280x1024 in a window, so its not exactly small-res friendly :S


(=DaRk=CrAzY-NuTTeR) #2

just some constructive critisism, the mixing of grass textures kinda sucks


(dime1622) #3

i havent done any blending yet :wink: this is all basic geometry and placeholder textures


(=DaRk=CrAzY-NuTTeR) #4

ok, how do u do texture blending in radiant?


(dime1622) #5

im trying to learn, im interested in trying the dotproduct 2 method but i cant find anything on it :frowning:


(Cartman) #6

hey looks good :clap: but the water…don’t know.

we (et-scene.de) has now open a little gallery for your mod. We will updated on every time

=|= Gallery =|=

when you say: “omg you noiob delete this” then it’s o.k


(dime1622) #7

awesome, yeah, theres no water, no beach even, thats just my skybox, id say im maybe 25-30% done with the basic geometry of the map


(G0-Gerbil) #8

That’s odd - from the comments on the PoP site I’d got the impression this map was all but finished, especially since they say the PoP maps will be the most realistic we’ve ever seen :wink:
I’m not saying you won’t, but I’d probably get your PR guys to tone it down a bit!


(chavo_one) #9

They had finished the COD version. But now Dime has to start from scratch with the ET engine.


(dime1622) #10

bingo. i was able to port some of my work. basically, obviously you know a standard brush looks like this:

// brush 0
{
( 40 4608 -64 ) ( 16 4608 -64 ) ( 16 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 16 4592 64 ) ( 16 4608 64 ) ( 40 4608 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 16 4592 64 ) ( 40 4592 64 ) ( 40 4592 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0
( 384 4608 64 ) ( 384 4608 -64 ) ( 368 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
( 0 4608 64 ) ( 0 4608 -64 ) ( 384 4608 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0
( 0 4608 -64 ) ( 0 4608 64 ) ( 16 4592 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0
}

the CoD version looks like this:

// brush 0
{
( 40 4608 -64 ) ( 16 4608 -64 ) ( 16 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
( 16 4592 64 ) ( 16 4608 64 ) ( 40 4608 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
( 16 4592 64 ) ( 40 4592 64 ) ( 40 4592 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0 0
( 384 4608 64 ) ( 384 4608 -64 ) ( 368 4592 -64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
( 0 4608 64 ) ( 0 4608 -64 ) ( 384 4608 -64 ) seawall_wall/wall03_mid -128 0 0 0.500000 0.250000 0 0 0 0
( 0 4608 -64 ) ( 0 4608 64 ) ( 16 4592 64 ) common/caulk 0 0 0 0.500000 0.500000 0 0 0 0
}

codradiant adds an extra 0, so by taking out those zeroes it loads just fine into gtk.

however, doing that for thousands of brushes gets tedious, and the terrain patches used in call of duty arent compatible with gtk so new terrain has to be built.

cod also has nice alpha blending, where you can paint alpha on the patch to remove its texure in certain areas, and so you create a duplicate patch with another texture. in the patch that has part of its texture alphae’d out, you add PolygonOffset in the shader file to make sure that it sits on top and doesnt have any z-fighting. i really wish we had this in ET rather than relying on the normal direction of the brush face to determine the shading.


(Ifurita) #11

open your cod radiant version and try doing a search and replace (Ctrl+H) for 0 0 0 0 and replacing with 0 0 0. I do that with large data sets all the time - works wonders


(G0-Gerbil) #12

You can do the alpha blending just fine, although it takes a bit more setting up.
This is how terrain itself works - you use metashaders.
Ask Ratty about them, he’s the master!


(dime1622) #13

yeah i dropped ratty a line a while back, hes still workin on em, im interested to see how he does it, im currently trying to figure it out but theres not much documentation on it. you dont happen to know any sources, do you?


(jah) #14

looks good tho i thought it would be a bigger map

really like the bunkers and trenches.

question: the distance from the landing higgin’s boats untill players reach the beach, will it be short or long? (damn meh english :frowning: )

cheers :slight_smile:


(dime1622) #15

theres a LOT more to it to come, farms and such, the beach is missing, right now its 12288x12288 and its got a lot more expansion to come. i wish i could ifnd the old pics from cod.

the beach will be about 150 yards from water to seawall (it was 300 in real life, but we are shortening for playability)


(No1_sonuk) #16

You mean like this?


(capslock trojan) #17

i like you bunker butt did you use a sphere araund your map ? that aint a good i dee butt the bunkers are like fine