
sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Oct 7, 2009 05:30 PM
Msg. 1 of 16
Ganymede is a multi room map with lots of teleporters - similar to putput only i designed each room to accommodate two-man fire teams instead of putput's one-man suicide room. that means most of the rooms can handle a fight between 2-4 players, some more, some less. overall it's designed for 4-16 players. problems: the lightmaps aren't great - the interior lights are either too dim or they wash out the area...so i've been doing some reading on how to do better lightmaps. it's supposed to be kind of dark with more focused lighting that should have illuminated smaller areas more brightly. and white lights are blue for some reason. the center room lags but i think it's from rendering the large glass floor in the middle as it doesn't do that when i don't look at it lol. there's one tri that came out as part of the skybox that isn't actually part of the sky in the model. it's a mystery but at least it's really small :/ needs portalled but all portals give me errors the way the HEK tut does it. i'm adding fog to the pits but my crap graphics card means i can't see fog and certain shader animations like ripples, much less specular, bumpmaps, and reflections. i could really use some help because of that. finally, needs beta tested. here's some pics, first four suck because i took them (see above), others are better because i had a friend take them        
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Oct 7, 2009 05:34 PM
Msg. 2 of 16
ummm you can see specular just fine. My current issue with the map is how terribly unwrapped and textured it is. its boring.
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Oct 7, 2009 05:43 PM
Msg. 3 of 16
Quote: --- Original message by: CLS_GRUNT ummm you can see specular just fine. My current issue with the map is how terribly unwrapped and textured it is. its boring. lol sometimes i don't know what i'm talking about..i changed some of the settings in the shader and it made no difference so i figured chalk another one up to crap comp. i need to break up the UV's more; certain things were boxed and scaled and left as is...i don't mind retexturing because the one thing i really hate is that some of the architecture just blends in. do you think i should add more textures or was there something else you had in mind?
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MasterRyan
Joined: Jul 25, 2008
Leader of Ryan C. Designs!
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Posted: Oct 7, 2009 06:00 PM
Msg. 4 of 16
I can beta test
xfire: 1gamerboy1
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malard
Joined: Apr 12, 2009
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Posted: Oct 7, 2009 06:02 PM
Msg. 5 of 16
Just make sure you don't give it to any of them leakers.
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CLS_GRUNT
Joined: Jan 21, 2007
Old
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Posted: Oct 7, 2009 06:12 PM
Msg. 6 of 16
Quote: --- Original message by: sleepy1212Quote: --- Original message by: CLS_GRUNT ummm you can see specular just fine. My current issue with the map is how terribly unwrapped and textured it is. its boring. lol sometimes i don't know what i'm talking about..i changed some of the settings in the shader and it made no difference so i figured chalk another one up to crap comp. i need to break up the UV's more; certain things were boxed and scaled and left as is...i don't mind retexturing because the one thing i really hate is that some of the architecture just blends in. do you think i should add more textures or was there something else you had in mind? hmmmm do you have x-fire I could teach you some very usefull techniques. You can actually get a map like this looking good with a about 4 or 5 differnt textures.
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Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
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Posted: Oct 7, 2009 06:21 PM
Msg. 7 of 16
Textures are way boring thier repeating to much get better ones.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Oct 7, 2009 06:23 PM
Msg. 8 of 16
Get a better floor texture. The texture you have is supposed to be a wall mural, not a floor tile :C
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Oct 7, 2009 06:51 PM
Msg. 9 of 16
looks pretty cool so far dude! Get a better texture for the metal floor on there and some better lighting. (add some lights from b30, they should be called "light strips"; or something close to that) From what I can see you have a intresting layout so far, keep up the work
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gruntfromhalo
Joined: Nov 21, 2007
actual loli
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Posted: Oct 7, 2009 07:00 PM
Msg. 10 of 16
Quote: --- Original message by: UnevenElefant5 Get a better floor texture. The texture you have is supposed to be a wall mural, not a floor tile :C QFT!
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Scott
Joined: Apr 4, 2005
No.
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Posted: Oct 7, 2009 07:04 PM
Msg. 11 of 16
Looking pretty good. Glad to see some new mappers out there.
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Cocaine
Joined: Mar 2, 2009
Can't stop napping.
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Posted: Oct 8, 2009 02:42 AM
Msg. 12 of 16
Looking good.
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sargejohnson
Joined: Apr 20, 2009
Shall we play a game?
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Posted: Oct 8, 2009 06:20 AM
Msg. 13 of 16
hmm, a new map that looks good, and would look even better with more varied textures. keep it up, you're doing good, and do add more textures (maybe make the map a little brighter)
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Ninjadude
Joined: Jun 22, 2008
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Posted: Oct 8, 2009 12:15 PM
Msg. 14 of 16
Quote: --- Original message by: DDT_GhostQuote: --- Original message by: MasterRyan I can beta test
xfire: 1gamerboy1 why do i get the sudden urge to throw some bad words at you? inorite!
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Wolf_
Joined: May 16, 2006
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Posted: Oct 8, 2009 12:30 PM
Msg. 15 of 16
Do as grunt said,also mix textures that looks good together, Think two steps in future when you make the maps..Think of how you are going to texture and UVW it and how its going to be played, model after that and youŽll be fine.
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sleepy1212
Joined: Feb 4, 2009
sunnier than you www.quantumfusionclan.com
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Posted: Oct 8, 2009 01:45 PM
Msg. 16 of 16
xfire: dukerussell but i'm rarely on throughout the week...sat is more likely but yes, texturing is something i'm still lacking in...i'd appreciate any help you can give, even if you pm or post it here
i don't care who beta tests, there's nothing to hide here but i will wait to post link until many of the changes are made -or- someone volunteers to host it because i can't.
about the floor.....i didn't know that was supposed to be a wall. i appreciate the input but i probably won't change that other than unwrapping a little better, it's not metal btw...if you look closely i added some layers to the originals to give it staining and scratches consistent with ceramic tile...hence stone :)
the lights i made were from a10 ceramic glow, they're not supposed to be blue but white, the texture i made was white with purple hexagons. at the time i was modeling this room by room as individual models and since, like the bases for example, there would be two of them, i didn't use light strips like the ones from b30 during that part simply because they're blue and red (red is somewhere else) and would indicate team areas. right now the only team colors in the model are the decals and teleporters.
also, when i finish the lightmaps it will be brighter..in areas.
thanks everyone!
E: something i wanted to ask about the portals...while in sapien and while using the debug camera other rooms don't show up when i fly outside the room im in; the only room that appears is the one that the camera was either in, or last in.
I think they're being treated as different clusters because i had to apply weather (wind) to each room in order for the flags to wave, even dropped flags in other rooms.
if this is the case, do i need to portal the map because it seems to me that the other rooms aren't being rendered until the camera enters that portion of the bsp? none of them are physically connected by any geometry. Edited by sleepy1212 on Oct 8, 2009 at 04:24 PM
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