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#681
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Thank you Yoshiro! After this experience I really have grown to appreciate the work that goes into these games...crazy!
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www.OldDudesGaming.net |
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#682
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Some pics of my current progress on TE-TsentralnyySewers. The current sewerage represents about 1/6 of the total accessible underground area that I intend to build. For reference, that grid of pipes on the upper-right consists of rectangles about 40.0 x 20.0m.
Spoiler!
Spoiler!
And now for my shame:
Spoiler!
Yes, the 3 and 4 way junctions are not UV-mapped yet. I got frustrated with trying to use the UV editor so I decided to work on the map layout and then return to UV mapping later. I'm not sure how I feel about arranging the pipes in those perfect 40m x 20m grids. I think it's more realistic to do it like that, but I feel an urge to offset them a little bit so it's not so boring. I don't know. If someone could offer some advice on the sewer layout, that would be great. Last edited by Nightingale; 06-24-2012 at 10:07 PM. |
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#683
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Very nice Nightingale...look forward to some tunnel rat action!
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www.OldDudesGaming.net |
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#684
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It looks great, but is it going to be only sewers? I think it would make the entire map look the same and it would get dull. There could be some rooms, lower and higher levels, some places where the ceiling is broken so you could maybe leave the sewers for a bit. I think some objectives should be out of the sewers.
I like how it's pretty dark, but you'll have to be careful with the lighting. Some RO2 maps have some dark places, but the player models don't get as dark as where they are, so they end up shining and standing out.
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#685
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Strictly speaking, it won't be all sewerage, but almost all of the objectives will be in the sewer system, so it isn't really going to be comparable to Leningrad. I know what you mean about the dullness of having the same sewer everywhere, so I think I'll probably be adding another 1 or 2 sewer shapes to give the map some variety. Maybe I might also add some very small ones that you have to crouch to go through. I don't know how realistic that would be, though. The map certainly will have maintenance rooms and the like (see image 2).
The final 2 objectives will have the advancing Soviets push the Germans through an apartment basement and then up the apartment main floor to win the map. It will have the same "reinforcements will be cut off in: XX" as in Grain Elevator to give the Germans a big incentive to keep the attackers down in the sewers. The initial Soviet Spawn is also in a boarded-up store. I think I'll also have them fight to gain control of the basements of some completely-destroyed buildings in the middle of the map. I think this should all not be too difficult to do using BSP and the provided meshes. Unfortunately, my 3ds Max skills aren't good enough to model things like broken sewers. I totally would though. Thanks for the heads-up on the lighting though. I'll try to see if I can force the game to make the characters dark in the shadows. If I can't, I'll just light everything up. Last edited by Nightingale; 06-25-2012 at 12:38 AM. |
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#686
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That's awesome. And about the lighting, you can see that problem pretty clearly on the tunnels of Mamayev Kurgan. I'm afraid it might be an engine limitation
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#687
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Enviromental Artillery Test.
Red Orchestra 2 - Enviromental Artillery Test [Custom Map] - YouTube The Kismet sequence taken from Grain Elevator. The map is the SDK TE-AttackDefend, if you watch the vid you will see that the cover meshes are not there(you can cover but there is nothing protecting you!!). But they are there when I test the map in UDK. Does anyone know why they are not there ingame? |
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#688
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Any update on Harley's map? It has a certain DH feel and it's probably the map I'm anticipating the most.
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#689
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#690
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Sexy
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#691
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Oh **** that's pretty.
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#692
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That's one fine looking skybox you got there
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#693
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is this something from the link i gave you? |
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#694
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no it's a blending of various masks.
First the background is only a bluish sky with some variation, then on top I have various cloud masks and then the sun and it's rim light. Basically it's all dynamic, I can move the position of the sun, change the color of the clouds etc.. etc..
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#695
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Nicely done!
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#696
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Did some basic layout work on the first objective. I haven't really started putting in any clutter yet, but I've noticed that the textures I made for this map are too clean. The whole place looks like it was just built a day ago. Gonna have to do something about that sometime.
Spoiler!
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#697
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That looks really nice Nightingale. I agree on how clean it looks, but that shouldn't be something to worry about yet.
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#698
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You can still improve your materials later when doing a detailing pass or something. Great job
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#699
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Just blend in a dirt layer and your ok.
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#700
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I can't read the last page of this thread, so I hope this doesn't conflict or run off topic - feel free to mod it!
Nightingale: for a little bit of sewery-goodness and inspiration, take a look at: http://www.28dayslater.co.uk/forums/...rground-Sites? Lots of reports & photo's of "urbex" exploration of various drains and sewers (most in the UK). Most of the storm drains are given nicknames, so don't be put off by "Masticator", "Velociraptor" and "Megatron", there might be some interesting stuff in there! Even if the designs are irrelevant it might give you some ideas re. lighting, shadows, etc. Also you might get an idea of how sewerage and storm drains can interact on different levels etc. 'Fraid my Russian isn't good enough to go googling for Stalingrad Urbex etc. but you might fair better than me!
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Hauling oats to Ogeltez since release. |
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