Random WIP 2006-2011 - Page 247

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

@Sheekel: Probably yes, assuming I don't run into any new showstoppers.

@SeanHeron: ATM, you *can* build a non-skybridge map, but I don't really *want* to, other than maybe as a tech demo. I can build a fully-normalmapped terrain mesh this way, but as I said... I don't *want* to. It will make my head hurt putting it together with the tools I have. Anything that wasn't really small would be a massive pain in the arse, basically.

What I really need is invisible heightmaps that have nothing to with SMF / SM3, so that what we see and what's actually happening aren't the same thing, and some other non-trivial engine changes. Then we can arbitrarily mix things up- here's a bridge, here's a castle floating on the sky, joined to the ground with a rope footbridge, or what-have-you. I can only do about half of that before construction issues exceed my pain threshold.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: Random WIP

Post by Neddie »

Could I, perhaps, build an entire city in this format, technically floating, and then hide the fact that it is floating with impenetrable fog?
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

You could build a city level with this, sure. It wouldn't need to float, since it could all be at "ground level". If water gets fixed up a bit, it could even have bridges that actually appeared to behave 100% correctly while still allowing for water, etc. But it would be a blocky and really inflexible city, compared to doing it with World Builder, and I couldn't really recommend it.

All that said, this is mainly about exploring tileset approaches on this engine atm. Most of the AAA engines use a combination approach, with tilesets, fake geometry and heightmaps all playing roles, to get around various problems. I want to explore that, and there isn't any convenient way except to just do it.
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

look, i made a crappy map for jerks! righty clicky viewy imagey for big'ns

Image

peewees action playset

can i get some commentary on the building parts? they can be moved around at this point... the angles on the sides of them will be kbot accessible only. i can add more... or less... i was thinking a ramp leading from the upper to middle ridge right smack in the middle that vechs can use; what say you?

also should i use a more dramatic lighting angle?

*edit* 22x12.

*double edit* the far south level will be water

*triple edit* draw geo spots and metal spots onto my design! the winrar will share the credit for the map. please only people who are less stupid than me.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Lovely map.

Light needs fixing- the shadows are far too dark.

I don't think the buildings work just yet. The idea's great, don't get me wrong, I just don't think it works yet. They need more context- flat ground, suggestions of worn areas if not actual roads, and suggestions of landscaping, including some trees.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Pressure Line wrote:Afaik the centurion doesnt have a RAC variant. The Clan invasion era variant has an LB-X autocannon instead of a standard one, and A-IV FCS for the lrm launcher.

Have been for a while now, just haven't been tooting my own horn.
http://www.camospecs.com/MiniList.asp?A ... ail&ID=342
CN9-D5 - This variant of the Centurion is inspired by the CN9-D and uses the same engine and chassis. The 'Mech uses MASC to allow it bursts of speed reaching up to 129.6 kph. The weapons have been greatly modified. The weapons compliment has been completely removed. The 'Mechs primary weapon is a Rotary Autocannon/5. ...
http://www.sarna.net/wiki/Centurion_(BattleMech)
Last edited by rattle on 04 Jan 2010, 23:44, edited 1 time in total.
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

hmm... lighting angle is at 45 degrees... i should make the sun more overhead i guess? i was planning on burning a normal map into this badboy, and i'd like to be able to see it when its all done, but we'll see. also the shadows are a bit borky here, there is preshading on the map but there are no actual cast shadows; i think something with how i have my scene set up in max.

certainly the worn pathways are a good idea and will be added into the map... also SME has all of the nice s44 tree models, im planning on using them in moderation around the ridgelines

thx for the suggest; seems obvious now that i look at it
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Mainly, the shadows are too dark.

IRL, atmospheric scattering means that even when the sun is nearly down, let alone mid-afternoon (45 degree angle), shadows aren't totally black, on a planet that has an Earthlike atmosphere. You don't want Units that aren't lit to disappear into black shadowed areas, and you don't want your Unit shadows to not match the map shadows, because that immediately looks horrible.

Oh, and I burn lightmaps, but I don't burn shadowmaps, because shadows burnt in never match the Spring results exactly, and (imo at least) it looks bad. Prelighting to highlight / deepen contrast is great, but shadowmaps rendered into the SMF just never quite works, imo.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

I know you are busy with evo stuffkaiser but If you ever feel up to it I would love to grab you as a mapper for grts
jeykey
Posts: 136
Joined: 28 May 2009, 16:24

Re: Random WIP

Post by jeykey »

Why is Gundam rts proprietary?
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smoth
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Re: Random WIP

Post by smoth »

What are you asking?
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

Image

bit better? the buildings i guess still dont wholly fit, but i'll probably gimp the texture and weather them a little after the fact...

and ofc smoth; i'll try to catch you in the lobby for a chat about maps; always happy to be supportive
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Looks cool, with a little lovin', should be great!
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

rattle wrote:http://www.camospecs.com/MiniList.asp?A ... ail&ID=342
CN9-D5 - This variant of the Centurion is inspired by the CN9-D and uses the same engine and chassis. The 'Mech uses MASC to allow it bursts of speed reaching up to 129.6 kph. The weapons have been greatly modified. The weapons compliment has been completely removed. The 'Mechs primary weapon is a Rotary Autocannon/5. ...
http://www.sarna.net/wiki/Centurion_(BattleMech)
outside of the scope of what im going at the moment anyway. since that variant wouldnt show up till after 3060, and my current work is sitting around 3039.
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Argh
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Re: Random WIP

Post by Argh »

More bridge variety, still working on more platforms.Image
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SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Random WIP

Post by SeanHeron »

Well - what can I say? I'm flabbergasted :o !
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Random WIP

Post by FLOZi »

SME has all of the nice s44 tree models, im planning on using them in moderation around the ridgelines
Behe's new trees are probably nicer :-)
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

EoW knight WIP

Image
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Very nice :-)
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Random WIP

Post by Tribulex »

bobthedinosaur wrote:EoW knight WIP

Image
lacks arms. could probably use some legs or wheels as well.
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