
MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 16, 2014 10:50 PM
Msg. 6756 of 10646
Quote: --- Original message by: PopeAK49
Why not make a second ground bitmap sheet for the ice? You would have dirt and snow blending for one sheet, and then snow and ice blending on the other...The only problem could be detail map tiling, but I think it can be done.
I could always make a quick tutorial on this... Edited by PopeAK49 on Jun 16, 2014 at 10:50 PM
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altis94
Joined: Oct 5, 2012
Join my Discord https://discord.gg/GDVEaRD
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Posted: Jun 16, 2014 10:55 PM
Msg. 6757 of 10646
Or 1 bitmap and 2 shaders.
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PopeAK49
Joined: Dec 18, 2013
I'm a living, breathing sentient tank!
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Posted: Jun 16, 2014 11:08 PM
Msg. 6758 of 10646
Quote: --- Original message by: altis94 Or 1 bitmap and 2 shaders. That actually sounds more optimal. I would need to play around with terrain texturing a little more to see what works and what doesn't.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jun 16, 2014 11:09 PM
Msg. 6759 of 10646
really? no one? fine im gonna break my code and go for it, OMG THAT LOOKS SO BEAUTIFUL!!!! but yea you should make it a little more than just a frozen pond, maybe a stream or frozen river, and upgrade those classic ice details
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greg079
Joined: Apr 1, 2013
channeling my inner april fool
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Posted: Jun 16, 2014 11:10 PM
Msg. 6760 of 10646
Quote: --- Original message by: Jesse I'd sure love to, but I'm not sure how I'd pull off such sweet blending. with textures silly
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 17, 2014 12:08 AM
Msg. 6761 of 10646
Quote: --- Original message by: altis94 Or 1 bitmap and 2 shaders. Explain. The ice shader uses the same base map as the snow, it's colored by the basemap diffuse. The basemap has blending for the two snow detail maps, but the frozen ice doesn't use those and has it's own bump. Look at the B40 shaders for snow and ice to see what I mean. Yes, I could make the ice a separate texture and unwrap, but then I'd have ugly detail map tiling. Maybe the ice plane can be render only and float just above the snow floor and I can get it to fade out into snow at the edges... This is my first groundmap, and I'm not too good with photoshop for these things.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Jun 17, 2014 12:23 AM
Msg. 6762 of 10646
No offence Jesse, but it looks very bad. Even if it was blended together correctly, you need a considerable amoutn of more detail to make it believable. Another trope that you have seemed to follow is making the paths a single line from point a to b. Not only does this generally not look good, it can make the level more linear in a sense. The best thing to do is to take your ground map, Find a good color for the dirt, a messy brush, and put it around half opacity. Make large strokes where you want the path to be, but don't make it a straight line. Make it messy and dirty and change it up a bit. Make sure the alpha of the texture reflects these changes too, as it will blend better once in the engine. Dirt around hills and stuff like that always looks good too. For reference, look at b40's many ground maps, and they will give you a good idea. If you need any help, you know where to find me. On the topic of 1 bitmap 2 shaders, you can use 1 bitmap for the entire ground, but split areas for the ice for example onto a another shader where the detail map is snow and then ice (where blue is). As long as the snows detail map tiling amount is the same as the other shader, they will match correctly due to the same uv space. Edited by Higuy on Jun 17, 2014 at 12:26 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 17, 2014 01:59 AM
Msg. 6763 of 10646
No offense taken, believe me when I say I know it was bad. That's mostly the reason why I posted it, see if I could get some advice since this is my first real groundmap.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jun 17, 2014 02:05 AM
Msg. 6764 of 10646
Well I think what Altis means is having 2 ground maps : 1 snow to path and 1 snow to ice this way you can make everything blend correctly, fairly nicely detailled and with adapted specular. You can even add snow to metal shader. And use more blended map to add dirt to the structures, like I did on bigass outdoor side of the bases
Edited by bourrin33 on Jun 17, 2014 at 02:08 AM
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xnx
Joined: Feb 12, 2013
h2 marine anims or i detonate the vest
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Posted: Jun 17, 2014 08:30 AM
Msg. 6765 of 10646
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jun 17, 2014 10:42 AM
Msg. 6766 of 10646
I've done this to understand me better red: bad yellow: is where you can put a bit of snow blue: make believe that the Lake is this expanding and not seems both a texture of blue snow Edited by UHWArby on Jun 17, 2014 at 10:45 AM
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Jesse
Joined: Jan 18, 2009
Discord: Holy Crust#4500
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Posted: Jun 17, 2014 09:12 PM
Msg. 6767 of 10646
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General_101
Joined: Dec 23, 2013
Apparently all I post is spam.
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Posted: Jun 17, 2014 09:21 PM
Msg. 6768 of 10646
The right angles are a bit strange in my opinion.
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Nickster5000
Joined: Dec 11, 2010
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Posted: Jun 17, 2014 09:42 PM
Msg. 6769 of 10646
Hey, hate to break the flow of the topic, but are there tutorials that explain how to do the blending for a ground map? Thanks!
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 17, 2014 09:56 PM
Msg. 6770 of 10646
I'd make the secondary maps larger. The tiling is eyeburning. Also maybe dont swirl so much around the edge. No need for detail that extreme.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jun 17, 2014 11:13 PM
Msg. 6771 of 10646
Ideally Jesse, we should be making this area fit in with the style of the existing areas, we don't need to do anything that complicated with it.
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jun 18, 2014 12:03 AM
Msg. 6772 of 10646
add a frozen stream from the far end
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jun 18, 2014 06:57 AM
Msg. 6773 of 10646
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UHWArby
Joined: Jul 2, 2013
PIPO vive
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Posted: Jun 18, 2014 10:24 AM
Msg. 6774 of 10646
now looks a little better, but snow should do it more possible real and good luck with the island of random snow
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jun 18, 2014 11:03 AM
Msg. 6775 of 10646
and to get further in the badassness make it transparent with visible rocks/something under !
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rcghalohell
Joined: Feb 25, 2009
I can jump?Weeeee (pop!) (No1 heard from it again)
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Posted: Jun 18, 2014 11:17 AM
Msg. 6776 of 10646
this, or maybe something rotated so it comes from downhill Edited by rcghalohell on Jun 18, 2014 at 11:18 AM
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jun 18, 2014 11:56 AM
Msg. 6777 of 10646
You guys can stop with the suggestions on how to make it awesome and take a long time to do. AS I stated earlier, the goal is to have the same level of detail here as the rest of Bungie's stock BSPs.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jun 18, 2014 12:06 PM
Msg. 6778 of 10646
But... but...
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ProphetOfCharity
Joined: Mar 30, 2014
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Posted: Jun 18, 2014 12:31 PM
Msg. 6779 of 10646
Quote: --- Original message by: Masters1337 You guys can stop with the suggestions on how to make it awesome and take a long time to do. AS I stated earlier, the goal is to have the same level of detail here as the rest of Bungie's stock BSPs. That's disappointing. CMT's weapons, and new units, like the Jackal, look really good. If we're going to play through all these stock maps, for the hundredth time, it's disappointing that they won't be more detailed. CMT's Truth & Reconciliation, from 2012, had a new aesthetic. The snow made it feel different. And there were definitely some new things. Like ice pools. Does this mean we're not going to see anything else, like that? 13 years later, no change in detail? The TSC:E videos from last year, had pretty detailed BSPs. So I know CMT is capable of it. It'll be especially weird, to have all these new assets, clashing with the old BSPs.
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Megatron
Joined: Sep 16, 2011
Working on something good.
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Posted: Jun 18, 2014 12:37 PM
Msg. 6780 of 10646
Quote: --- Original message by: ProphetOfCharity That's disappointing. CMT's weapons, and new units, like the Jackal, look really good. If we're going to play through all these stock maps, for the hundredth time, it's disappointing that they won't be more detailed. CMT's Truth & Reconciliation, from 2012, had a new aesthetic. The snow made it feel different. And there were definitely some new things. Like ice pools.
Does this mean we're not going to see anything else, like that? 13 years later, no change in detail? The TSC:E videos from last year, had pretty detailed BSPs. So I know CMT is capable of it. It'll be especially weird, to have all these new assets, clashing with the old BSPs. Agreed. I for one, despite not having the same tools as CMT, do what I can to make the campaign missions look different. The next version of the map I recently released will have different detailing too. As you said, it's weird that CMT wouldn't change the detailing considering how easy is it. If I can do something like that, then CMT can possibly make it look even better than it would in Halo 4. With that in mind, why not?
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jun 18, 2014 12:53 PM
Msg. 6781 of 10646
What's done well once is done forever.
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Masters1337
Joined: Mar 5, 2006
halonaminator's unfortunate idol
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Posted: Jun 18, 2014 01:01 PM
Msg. 6782 of 10646
The levels get a full texture, environment, scenery and soon lightmaps (more on this in coming weeks!) treatment. The T&R exterior remodel was ultimately a mistake as we have been unable to properly replicate Bungie's portals leading to some very low performance issues. B30:E and our next evolved map, being their own self contained things do and will feature much much much more detailed BSPs.
The main issue that it comes down to with stock BSPs is that we can't remodel all of them, and we don't want to have 2 jarring different levels of detail in the BSPs in the same map. Granted like it was said, we already have a discrepancy with our assets vs BSPs, but at least that is consistent and we can dress up and manipulate the levels to appear similar.
As far as level breakdown
A10: Darker metal theme A30: Stormy overcast A50: Snow B30: Jungle and beach B40: Snow C10: Swamp (Night, Sunrise, Day) C20: [Classified] C40: Snow D20 Snow D30: [Classified] D40: Summer/Windows XP themed and darker metal theme
The reason for B40 sill being winter is for the consistency with H3. Even though we normally don't worry about that to much and bend the cannon to our liking, it's just to iconic a location and fits in perfect with the Jungle and Swamp that come before and after. We will probably mess with doing the summer theme to winter control room like we did in SPV2, but right now the goal is to get the thing fully playable. All detailing on the SPV3 BSPs has been put on hold until we can get B30:E's BSPs complete for the July release. Edited by Masters1337 on Jun 18, 2014 at 01:01 PM
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Jun 18, 2014 01:32 PM
Msg. 6783 of 10646
Quote: --- Original message by: Masters1337 As far as level breakdown
A10: Darker metal theme A30: Stormy overcast A50: Snow B30: Jungle and beach B40: Snow C10: Swamp (Night, Sunrise, Day) C20: [Classified] C40: Snow D20 Snow D30: [Classified] D40: Summer/Windows XP themed and darker metal theme Wait.... D30?
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Danger_zone_98
Joined: Nov 26, 2012
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Posted: Jun 18, 2014 01:49 PM
Msg. 6784 of 10646
Quote: --- Original message by: renegade343Quote: --- Original message by: Masters1337 As far as level breakdown
A10: Darker metal theme A30: Stormy overcast A50: Snow B30: Jungle and beach B40: Snow C10: Swamp (Night, Sunrise, Day) C20: [Classified] C40: Snow D20 Snow D30: [Classified] D40: Summer/Windows XP themed and darker metal theme Wait.... D30? Wait WUT?! How did I not see that?!
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 18, 2014 01:54 PM
Msg. 6785 of 10646
Its in the UUI update. Go check
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Jun 18, 2014 01:58 PM
Msg. 6786 of 10646
I don't see how a little extra effort on the new bsps is a bad thing. They might end up looking slightly better than the originals, but then so what? Better to raise the quality bar a little higher and see what you can pull off than to end up with a mediocre product.
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BKTiel
Joined: Mar 18, 2014
strong independent bird needs no cage
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Posted: Jun 18, 2014 02:01 PM
Msg. 6787 of 10646
If I may ask masters, what gave you guys the idea you could juggle three different projects at once effectively?
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MatthewDratt
Joined: Sep 11, 2010
TAKEDOWN IS OUT MattDratt.com
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Posted: Jun 18, 2014 02:02 PM
Msg. 6788 of 10646
Yeah I also don't see whats the issue of touching up some stock bsps. I'd be more than happy to help after CE3.
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slashrat
Joined: Aug 10, 2005
TSC:E Environment Art Lead
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Posted: Jun 18, 2014 02:07 PM
Msg. 6789 of 10646
Quote: --- Original message by: BKTiel If I may ask masters, what gave you guys the idea you could juggle three different projects at once effectively? To be fair, CMT does not have that many bsp artists at all right now. I am currently working on TSC:Evolved's interior forerunner areas, and Teh Lag is doing our exteriors. Neither of us have time to so much as look at the Spv3 bsps, so it's up to whoever is helping Masterz at a given time to pick up the slack.
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Jun 18, 2014 02:19 PM
Msg. 6790 of 10646
yay we are leading to internal conflicts, dissolution soon !
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