H-Hour Posted March 25, 2004 Share Posted March 25, 2004 Allright, another question. In that preview shot on the front page of this site, it shows the road leading up to the bridge. Looks great. I had a question about how you dealt with the merge from the tiled grass texture to the road texture. One thing I notice often is how the edges of a texture like that, though they're grassy, always create hard lines because the texture doesn't "line up" right with the composite texture of the rest of the grass. I can't really tell from the shot, but I wondered if you had any tips for blending that transition, to prevent those hard lines from standing out. Is there some way to get it to merge right? Or do you just try to make it as similar as possible to the composite texture so that the line doesn't stick out? Quote Link to comment Share on other sites More sharing options...
H-Hour Posted March 25, 2004 Share Posted March 25, 2004 Oh! Nevermind! I just figured out what you did. Man, that transition looks great. I am stealing your technique, if you don't mind. Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 26, 2004 Author Share Posted March 26, 2004 This is something that's inevitble with this method. I have this "problem" too and I tried to fix it as good as possible by creating a texture using both textures that meet up. I simply merged one texture on top of the other and deleted one half and saved it out as a seperate texture. On long distance it seems like the textures blend in with eachother but if you get close to it, you will always see the edge. WSV has it too. Another way to fix it would be to use very plain textures. RSE actually does this. This makes it much easier to go from one texture to another because it's featurelless. I also figured out a third way to solve it and that one is probably the best way but I'll keep that one to myself as I'm gonna use it with White-Skull Town. (can't give away ALL your secrets that fast ). Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 26, 2004 Author Share Posted March 26, 2004 Oh! Nevermind! I just figured out what you did. Man, that transition looks great. I am stealing your technique, if you don't mind. LOL..that's fine..have fun with it. Quote Link to comment Share on other sites More sharing options...
Stalker_Zero Posted March 26, 2004 Share Posted March 26, 2004 Hey deleyt thanks. You have to let us know when it will be ok though. Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 26, 2004 Author Share Posted March 26, 2004 Hey deleyt thanks. You have to let us know when it will be ok though. 4 weeks after White-Skull release-date. That should give people enough time to see the entire mod. Quote Link to comment Share on other sites More sharing options...
Senor|Jordan Posted March 26, 2004 Share Posted March 26, 2004 Wow I just come here sometimes but never post. I just had to register to tell you that you have an amzing talent. Good job on the maps. Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 26, 2004 Author Share Posted March 26, 2004 (edited) LOL..nice of you to register and reply to me then. Thanks! @Chems: if you fancy making a battleship, then I might have just the spot for it Oh and while you're at it: a subwaytrain would do nicely too Edited March 26, 2004 by |rsi|â„¢deleyt Quote Link to comment Share on other sites More sharing options...
Chems Posted March 26, 2004 Share Posted March 26, 2004 Bloody hell man, I have my own mods too! Youd have to employ me for all this stuff. Im still on the first request!!! Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 26, 2004 Author Share Posted March 26, 2004 LOL..you said to holler when I needed someting, so here I am. No problemo though..I'll make the battleship and subwaymetro...should be good practice. But I got to finish texturing the map first..the geometry is all layed out. It's humoungous! Quote Link to comment Share on other sites More sharing options...
Stalker Posted March 27, 2004 Share Posted March 27, 2004 looking damn great Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 29, 2004 Author Share Posted March 29, 2004 Here are some progress-shots: The streets will ofcourse have pavements and a road section. That stuff will be made as soon as all buildings have been textured. If you look at the first screenshot , you can see the different quadrants:Bottom-Left = Town harbour (with it's storage facilities and dockings)Bottom-Right = Science Centre (with the tall, modern offices and extravagant sculptures)Top-Left = Ghetto (small confined areas with lots of passages and alleys and some buildings to enter or go on top of the roof).Top-Right = Town Park (outdoor recreation-area with cityhal at the base) Quote Link to comment Share on other sites More sharing options...
H-Hour Posted March 29, 2004 Share Posted March 29, 2004 whoa As long as it can still get good framerates, then this map will be unbelievably awesome. I have never seen a better opportunity to use Chem's little bird he just gave to the community. I was looking at that first picture and after a while I tried to zoom in like I was looking at it in 3DSM. Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 29, 2004 Author Share Posted March 29, 2004 As long as it can still get good framerates, then this map will be unbelievably awesome. It stands at 10350 polygons now. So it should be OK. It will increase ofcourse as I gradually add detail. But I will do some smart portalization to avoid dropping FPS. Also the maximum distance will be aprox. 100 meters, which will avoid FPS-drop aswell. Quote Link to comment Share on other sites More sharing options...
Mamon Posted March 29, 2004 Share Posted March 29, 2004 Wow deleyt...that is just...amazing Quote Link to comment Share on other sites More sharing options...
insaneflyingmonkey Posted March 29, 2004 Share Posted March 29, 2004 there's only one word to describe this: drool... Quote Link to comment Share on other sites More sharing options...
Zeko Posted March 29, 2004 Share Posted March 29, 2004 (edited) Holy crap Dee! Thats awesome stuff m8! Edited March 29, 2004 by Zeko Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted March 29, 2004 Share Posted March 29, 2004 I can't believe the geometry and texturing only took you a few days deleyt. That is positively amazing work. You're a true artist. Questions: 1) Is the WSV map completely finished now? 2) Around how many of those structures will be enterable? Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 29, 2004 Author Share Posted March 29, 2004 I can't believe the geometry and texturing only took you a few days deleyt. That is positively amazing work. You're a true artist. Thank you. Questions: 1) Is the WSV map completely finished now? WSV is finished for 90% The only things that need to be added are objects to fill the rooms to make it more alive and the additional objects that are required for the mission-objectives. Some small bugs need to be fixed aswell, but they are mainly cosmetics. 2) Around how many of those structures will be enterable? In the town? I haven't decided yet, but I think each quadrant will have at least 2 or 3 buildings where you will be able to enter. Also some buildings will be able to go on top of the roof using an outside emergency-stairs. At least..that's the plan.... Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted March 29, 2004 Share Posted March 29, 2004 Awesome, thanks for the clarification. All I need now is an emoticon that is rubbing his hands together in anticipation and I'd be set. Quote Link to comment Share on other sites More sharing options...
Sp3ctre Posted March 29, 2004 Share Posted March 29, 2004 Can you make an enterable Aircraft Carrier and place in that harbor (if its big enough to hold it)? Quote Link to comment Share on other sites More sharing options...
Lancer Posted March 29, 2004 Share Posted March 29, 2004 Outstanding d! Nicer than a night out with Cameron Diaz Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 29, 2004 Author Share Posted March 29, 2004 (edited) Can you make an enterable Aircraft Carrier and place in that harbor (if its big enough to hold it)? Nope. The sea is outside the commandmap-area and the harbour only holds smaller ships. Outstanding d! Nicer than a night out with Cameron Diaz Get your priorities straight...Cameron goes on top (and how she does... ) Edited March 29, 2004 by |rsi|™deleyt Quote Link to comment Share on other sites More sharing options...
OSO Posted March 29, 2004 Share Posted March 29, 2004 I can't believe the geometry and texturing only took you a few days deleyt. Really? Map shells are easy Commando. Look at the first image in the upper left. 90% of the shapes are simple Max primitives. Its a matter of a few mouse clicks to put them down. In the initial construction phase, its not uncommon to have less polys than a rifle or a vehicle. Applying textures to shapes like these is also simple. They're aren't too many funky uv's that have to be tinkered with. Everything is at 90 degree angles. The part that bogs the artist down are all of the little objects that need to be constructed. Some of the detail process is automated and you can clone them (lampposts, trash bins, cars, phone booths, etc.). Other items will have to be unique. It all depends on the interior buildings that the artist wants you to have access to. Is it going to be an office, bank, bar and grill, apartment complex, etc. ? Each of those interior environments would require unique items to set them apart. I'm sure deleyt's mind is spinning with ideas similar to what I mentioned. I think its safe to assume the creative process of the layout (the 2d reference image) and preparation of the textures took much longer to do than placing a few objects. The progress will slow down once he starts on the interior rooms and begins to add all of the ambient features to make it a truely believeable environment. From the images displayed of WSV, I have full confidence that the team will do an outstanding job. Quote Link to comment Share on other sites More sharing options...
deleyt Posted March 29, 2004 Author Share Posted March 29, 2004 That's correct. Making the 2D plan for the city-layout and selecting the textures (or manipulating them) takes most of the time. The initial geometry to extrude the 2D plan into 3D is fairly simple and straightforward. Texturing is probably the most intensive thing now. Not the complexity of it really, but to make use of the available textures in such an effective way that another building using the same texture isn't actually the same building. So, trying to avoid repetition. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.