[wip] Warbell (again new pics!)


(carnage) #21

imo for the realistic look you have too much lighting in your map. realsitical the night sky is actuly brighter than the surrounding terrain etc perahsp lowering the ambiance or sky light values would be good

i love your castles but agree that there seems to be something missing i just cant figure aout what. perahps some external lighting will make the walls seem less plain and giving some interesting lighting on the castle could help to make it apear more dominant and noticable as a focus point of the map


(thefatladysings) #22

you could try to add some flags to the castle or maybe some wooden parts, that way it’s not all one colour


(psyco_mario) #23

OMG!

Why is everyone else’s map so much better than mine?

btw: the castle is definatly missing something…
maybe some slits in the walls? (you know, the ones archers shoot out of?)
maybe make the ‘turrets’ a bit higher and/or put some of those pointy things on the top?

oh, btw, whats the models you need? if they are relatlivly simple, ill have a go for you :slight_smile:


(kamikazee) #24

The walls are mostly too clean and evenly.

Maybe some dirt decals under the windows could help?


(]UBC[ McNite) #25

Thx a lot for the suggestions, I ll definitely build some of them in :cool:

imo for the realistic look you have too much lighting in your map. realsitical the night sky is actuly brighter than the surrounding terrain etc perahsp lowering the ambiance or sky light values would be good

You are right with regard to realism… but hey, I really wanna see enough to shoot the bad guys too. I ve had about 6 compiles with different shader settings, and this turned out to be the amount of light that keeps a “night”-feeling while you still see enough to have good fragging.


(iwound) #26

A tecnique i used too dirty up walls was to copy the brush i want. apply the nodraw all over and then on the faces you want the dirt effect ,
apply the tank track texture, rotate it 90 degrees and stretch to a desired scale. this imo gives a good effect.


(carnage) #27

You are right with regard to realism… but hey, I really wanna see enough to shoot the bad guys too. I ve had about 6 compiles with different shader settings, and this turned out to be the amount of light that keeps a “night”-feeling while you still see enough to have good fragging.

well i can see where your coming from there but i think you need to do somehting to create more contrast with your lighting outdoors. the shadows and lit areas are quite close in lighting witch surgest to me that there is a lot of atmospheric diffusion light. this creates more of an impresion of overcast rather the night time look

http://www.itchy-animation.co.uk/tutorials/light01.htm

if you have the time/patience i would definatly surgest reading this it realy made me think about lighitng a lot more


(Jaquboss) #28

Hehe i will just set it in down, like transmitter was, IMO it looks the best
BTW: Really nice update on map, water is still somewhat weird but i guess there isn’t much to be done , maybe you can do it like in battery
And yes, lighting is really too bright to look good, mainly in the caves and interiors, would be best as they were in old RTCW :stuck_out_tongue: ( even they weren’t really dark in RTCW as well :nag: )
EG:
http://www.hackorama.com/sigkill9/images/rtcw-1.jpg
http://www.mepis.linuxkiosken.dk/spil/rtcw.jpg
http://host.km.ru/bim/files/images/solution/rtcw/rtcw-02.jpg


(carnage) #29

in response to the water comment i think that perhaps the blue you have chosen is a little over strong and although water is though of as blue thats because of the atmosphericl lighting it gets in daytime. At night your water changes colour. I think this might be one of the reasons i find it harder to accept the time of day as night

A little about water
At night there is very little light wich tendas to make water apear more reflective as there is less light entering and being reflected from inside the volume witch creates the transparent effect. At night much more lighe is shon from the surface so dont go for high transparency. If you want night look then from outside i would perhaps even surgest zero transparency

from inside have some transapency but not much since less light is penetrating the surface. I dont know if you have fog volume inside your water or not but the most unreasislitc thing about water in ET is how clear it is but like you say fps is king and this as quite expensive

On thing i foten though about with night time water was the posibility of making an under side for the skybox that mirros the top then using the skybox shader as the water then adding another pass to blend a semi trans blue or silvery texture over the top. This would go somewhat to faking a reflection without killing your fps. reflective water done make water MUCH MUCH more realssit as in reality the actul colour of water is hard to see since you mainly see the relfected colour on the point you are looking

of course you would have to make this ony show on the top side. There is a shader command that will to place the sahder on the top of the water then it automatical palce a differend shader on the underside of the texture rather then using the common both sides technique for water

EDIT// oh btw i said above that i am very busy well luckly i got a lot of work out the way finaly have a bit more free time sadly not enough to return to full mapping but if your looking for some help with terrain/shaders/lighting i would be willing to lend a hand as i can see this map clearly has some great potential. drop me a PM if your interested


(]UBC[ McNite) #30

And here we go… first pic of the creepy crypts :eek: :eek: :eek:
Coffins and stuff will be added later of course :smiley:

Hope they r not too bright for all the ppl who like to play in pitch black maps (right, Jaquboss)?


(carnage) #31

zomg thats pretty bright for creepyness


(Jaquboss) #32

Woot, this reminds me RTCW crypt levels a lot, sadly you can’t add fog on floor , or dynamic lights to make it perfect ( but you can use lightstyles )
Well asuming from flamethrower it seems your light level is ok and there aren’t too dark models on that place, keep up the good job!
Make sure you put corona at your light sources and dont make ambient lights ( lights comming from nowhere, like white light in obviously unlit cave ( just add funky lamp and it looks much better )
Also note that RTCW levels are done with slight ambient light ( something about yours ) but with big contrast to colored lights ( comming from torches usualy ), don’t know if it is easy or possible but it might look better when your light is colored only near those torches ( dont even know if it will look better )…
Anyway i will stop bothering you with stupid suggestions, just remmember that it doesnt really matter how it looks, but how it plays :slight_smile:


(]UBC[ McNite) #33

Here you can see how the playermodels are lit: pretty well so u can see them and kill the bad ones :smiley: The pic shows pretty much what u get with r_gamma 1.3 in the game (maybe a tad too bright for dark creepyness… we ll check in the next playtest.

The whole map and story is very rtcw’ish :smiley: creepy occult stuff rocks :cool:

About the lighting: there s a bit of ambient in the whole level which is of a grey light. But I use orange lights of 20 with a very low fade that do the basic lighting in the crypts. And yea, coronas are used where they r nicely hinted away so they won’t draw from outdoors areas.
I thought of using dlights as well, but so far they only sucked lol (and i dont want to write a dozen shaders with surfaceparm nodlight).


(Jaquboss) #34

yep this looks pretty nice, about dlights : dont care about them in ET, they are just vertex lights looking very bad mainly for static stuff
creeping in RTCW SP was really funny thing to do ( i liked more backstabbing or avoiding alarm/detection :slight_smile: )
but in MP it is better to make a place for normal firefights as ET players are used to do…


(]UBC[ McNite) #35

After quite some messing with alphablending shaders, and the help of Der’Saidin and carnage I finally got the shaders working like i wanted them to. Means, we ll have nice alphablending on the edges between the different terrain textures. Here s an example showing the riverbed/grass and pavement/grass blending, and the cliff bottom blending (between the right tree and the wall on the right hand side). Its just costing quite some time to re-cut all the terrain brushes whereever the new blending is being used.

Last playtest was a blast, and the gameplay gets better n better from the feedbacks. There are only 2 parts left in the Abbey that need final texture work. After that all the places need interior and decoration, some sfx with shaders, VO need to be done, location names, and the terrain is getting worked over for the alpha-blending, maybe some final hint’ing… and that s it then. Release is getting close :smiley:


(DerSaidin) #36

Beautiful.


(]UBC[ McNite) #37

Here come the first pics of the Abbey area with the new towers, Abbey Main Gate, side building and terrain blends:


(deej) #38

\o/ Looking good McNite \o/


(SPU9) #39

some more screens ;p

looking impressive !!


(Shaderman) #40

Nice. Looks a bit like Raw Castle :slight_smile: