Wolf: MP


(.Chris.) #102

It’s an instant chat thing, I’ll pm you later on instead about required props.

Anyway, here is a quick test I did today for the megatexture on Battery:

The mesh isn’t complete so not UVed it properly and there is only 3 textures here. When I complete the mesh I can import to mudbox, make high poly version, generate a hightmap for worldmachine and generate some nice masks.


(Mateos) #103

Don’t forget to scale down the textures, they feel giant on the screen :slight_smile: Nice progress!


(.Chris.) #104

Yeah, I couldn’t be bothered re-generating the megatexture when noticed the scale in game. :slight_smile:


(Ashog) #105

[QUOTE=.Chris.;486268]It’s an instant chat thing, I’ll pm you later on instead about required props.

Anyway, here is a quick test I did today for the megatexture on Battery:
[/QUOTE]

i have countedd 3724 medium stones and small pebbles.


(FFSturm) #106

You don’t need to make everything Dark and undetailed, keep it colored and simple. :smiley:


(twt_thunder) #107

[QUOTE=FFSturm;486419]You don’t need to make everything Dark and undetailed, keep it colored and simple. :smiley:

http://media.moddb.com/images/mods/1/19/18465/ammobox.1.jpg[/QUOTE]

yeah well maybe you should do the props instead then…


(.Chris.) #108

He was just giving a suggestion, to be honest I would be inclined to agree. I still need to put together a list of those required props, been busy with college stuff at the moment.

@ FFSturm how goes your mod?


(twt_thunder) #109

It was ironic Chris… dont worry

I am testing a bit… never had the chance to actually play with bumpmap before and its fun :slight_smile:

here, this is actually just a square box:


but the thing is I still got a lot to learn when it comes to textures… but learning little by little


(aowblacky) #110

wich mapeditor is used for etqw? and is it quite similar to work as gtk radiant? is there a link to the textures, models, etc you are using?
if yes - i’m motivated to make maps :slight_smile:


(BackSnip3) #111

[QUOTE=aowblacky;486539]wich mapeditor is used for etqw? and is it quite similar to work as gtk radiant? is there a link to the textures, models, etc you are using?
if yes - i’m motivated to make maps :)[/QUOTE]

ETQW has a dedicated SDK which includes a map editor and other Tools for content creation.
It’s not standalone IIRC it’ll only work if you have a copy of ETQW installed on the computer.
The links to download it are here on SplashDamage’s website.

It is similar to GtkRadiant, and features an awesome camera that displays content exactly as it will look ingame.
You don’t need to compile your maps to see how they will look like in-game.

For the content, I decided to start models from scratch, because all my interesting work has been lost, only the crap ugly models have been saved.
The game already features many nice textures that you can use. It is easy to add new textures, it works with shaders exactly like with Enemy Territory.

If you want to make some maps, you need an ETQW copy, and to ask Chris about what you can do.
If you don’t have ETQW, you can still use GtkRadiant to make maps, they can be imported into ETQW World Editor.
You can also directly import .obj models that many 3D creation software support.
If you want to know more about ETQW modding, there is a great documentation on this website.

Official ETQW page

Check the “Related Links” section at the bottom of the page.

It’s nice to see some people would like to help, thank you very much :slight_smile:

@thunder_13th:
Please connect on Steam to talk? Or join IRC channel #biatch on Quakenet?
You need to make High-Polygon versions of models, then create a ressembling Low-Polygon version on which you can print the High-Polygon model details, inside what’s called a Normal Map. It is different to BumpMaps. You’ve still got a lot to learn :wink:
Example here of what I mean:






Lowpoly not finished yet, but you can see it has way less polygons. But in the end it will look rich in details, trust me.


(matsy) #112

[QUOTE=BackSnip3;486624]






Lowpoly not finished yet, but you can see it has way less polygons. But in the end it will look rich in details, trust me.[/QUOTE]

Loving the detail on this, the dent on the top especially caught my eye!


(twt_thunder) #113

[QUOTE=BackSnip3;486624]

@thunder_13th:
Please connect on Steam to talk? Or join IRC channel #biatch on Quakenet?
You need to make High-Polygon versions of models, then create a ressembling Low-Polygon version on which you can print the High-Polygon model details, inside what’s called a Normal Map. It is different to BumpMaps. You’ve still got a lot to learn :wink:
Example here of what I mean:






Lowpoly not finished yet, but you can see it has way less polygons. But in the end it will look rich in details, trust me.[/QUOTE]

Yep I can see what you’re doing. problem is I always used ms3d for my modelling and it cant produce high poly :frowning:
I’ve tried to learn blender and maya and 3dsmax for several times… but I just dont figure them out…
I see this is way over my skills and I think its better to leave it for you guys…
Sorry that I cant help you out, but when you’re done I’ll be sure to find my copy of etqw and test it.
So I will stick to what I do best… bothering people with anoying stuff on good ol’ ET :wink:


(BackSnip3) #114

Okay, still nice to have offered help :slight_smile:

So I will stick to what I do best… bothering people with anoying stuff on good ol’ ET :wink:

Yeah do that! lol


(ailmanki) #115

[QUOTE=thunder_13th;486656]Yep I can see what you’re doing. problem is I always used ms3d for my modelling and it cant produce high poly :frowning:
I’ve tried to learn blender and maya and 3dsmax for several times… but I just dont figure them out…
I see this is way over my skills and I think its better to leave it for you guys…
Sorry that I cant help you out, but when you’re done I’ll be sure to find my copy of etqw and test it.
So I will stick to what I do best… bothering people with anoying stuff on good ol’ ET :wink:[/QUOTE]

Thunder just take the time, find good tutorials and learn it… I can’t use them either, only ms3d I can use. But its just because Blender can do a whole lot more. You need a lot of time, and do baby steps. Someday at least I will take that time and learn Blender… :slight_smile:


(FFSturm) #116

Just tell me a list of stuff that you need, and i will do it asap. As chris said, it was a suggestion :smiley:

@Chris: Working on an Indie project with Id tech 4 right now focused in a non photorealistic fashion. There is no point in a SP Wolf with the current limitations I have encountered, especially with the forward render solution.


(BackSnip3) #117

@FFSturm: jump on #biatch @ quakenet to talk about Wolf:MP with Chris or me.

Here is how the box looks in-game:


It’s still a work in progress, only diffusemap is done, needs a normalmap and specularmap before it’s finished.
But couldn’t focus on a box because a box is what it is, not really that amazing.

So I made a Thompson m1a1 to pass the time. :smiley:
Here are some renders of it:





It still needs a better texture, but modelling is finished (1638 vertices, 1604 quads/tris).
What do you guys think?

More screenshots are available here


(Mateos) #118

Attacke ze objective! :smiley:

Well, the model and its texture it really top-quality, now it only needs as you said extra files for the skin, then animation, then nirvana :smiley:


(twt_thunder) #119

Nice work as always Backsnip… I cant wait to see it ingame :slight_smile:

you’re really good with texturing stuff :slight_smile:

made this one for fun today and will start texturing it :slight_smile:


EDIT: got actually quite nice I think…






(FFSturm) #120

Looks fine btw, even If it is WIP and is missing stuff.


(.Chris.) #121

Need to make a nicer rock mask or use different texture, got the gravel and sand to blend nice but the rock texture sticks out too much in places and is too tidy.

EDIT:

Played around with layer order and blending masks.