The RO2 "Work In Progress" Video/Image Thread - All Welcome!

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Xendance

FNG / Fresh Meat
Nov 21, 2005
4,484
572
0
32
Elitist Prick Club RS Branch
Volkhovsky Forest (WIP)

This will be the first map ive done for any RO game. I wanted to at least try to keep to something remotely historical, but due to having very little reference material for Volkhovsky Forest and the fact that forest maps cripple peoples FPS in-game, it will be renamed to something else.

I think I may have to expand the size of the map, but won't make that decision until I have done some early play tests with my clan mates.

Shot from the 1st objective - The South Woods
map-wip-vf1.jpg



Shot from the inner edge of The South Woods looking onward to the gullies
map-wip-vf2.jpg



Shot from east of the Woods looking down the hill into the East Village
map-wip-vf3.jpg



Shot along the gullies
map-wip-vf4.jpg



Shot from the West Village looking due East
map-wip-vf5.jpg



Random shot from inside the West Village
map-wip-vf6.jpg



Shot from what will be the last cap zone looking South up the valley paths (loads of work to be done there)
map-wip-vf7.jpg



Anyways, be gentle lol

Looks nice. I think you should make your own materials (using TWI's existing textures though) for the grass and trees and tweak the colours on them so they'd look better with your lighting setup. Basically just copy what the TWI material is doing but multiply the diffuse colour with a 3-vector constant (ie some RGB values ;)).
Also maybe lover the environmental colour intensity?
 

Szeder

FNG / Fresh Meat
May 25, 2011
333
46
0
Oradea,Romania
OK... Pics for the volk :D
I used Ogledow, because its tasty(and because... when i was young, and i done tanks for Ro:Ost, i used 2 maps... Arad and Ogledow).

SPOILER
Spoiler!


Its an alpha version.... everything is bugged.... and the scalling... the model is too big(i think)
YES, I need help... i have probs with Unreal Pullover(Anim Tree)/Script... Worluk you want to kill your day with some Unreal script
 
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dazman76

FNG / Fresh Meat
Aug 23, 2011
672
176
0
UK / Stalingrad
Damn Szeder, that's looking awesome! :D I had no idea people were working on custom vehicles already. Really nice work mate, thanks for sharing :)
 

LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
Looks nice. I think you should make your own materials (using TWI's existing textures though) for the grass and trees and tweak the colours on them so they'd look better with your lighting setup. Basically just copy what the TWI material is doing but multiply the diffuse colour with a 3-vector constant (ie some RGB values ;)).
Also maybe lover the environmental colour intensity?

I am utterly colour blind Xendance ;) You might as well be speaking in russian lol. I don't like the lighting at all, but If I tweak it to something that looks right to me, it could and probably will make it look terrible to non colour blind people. I will be looking to get some help at some point with the lighting. I am sure some kind person out there could tweak it.

Is the environmental colour intensity the light mass settings?
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
I am utterly colour blind Xendance ;) You might as well be speaking in russian lol. I don't like the lighting at all, but If I tweak it to something that looks right to me, it could and probably will make it look terrible to non colour blind people. I will be looking to get some help at some point with the lighting. I am sure some kind person out there could tweak it.

Is the environmental colour intensity the light mass settings?

Just copy the settings from a stock map like spartanovka or something with similar time of day. For now though, don't do anything to it, just set it at something that looks good to you and build the rest of your map. That will keep your artistic vision consistent and help you make a good looking map all the way through. When the time comes if it doesn't look right you can get some help with color. It looks kind of neat as it is anyway, a nice early dawn light. Just because it is for RO doesn't mean it has to be grungy and grey :)
 
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_Dariuszek_

FNG / Fresh Meat
Jan 10, 2011
616
317
0
Looks nice. I think you should make your own materials (using TWI's existing textures though) for the grass and trees and tweak the colours on them so they'd look better with your lighting setup. Basically just copy what the TWI material is doing but multiply the diffuse colour with a 3-vector constant (ie some RGB values ;)).
Also maybe lover the environmental colour intensity?


Great tips, I also like the smaller saturation, everything looks more realistic!
 
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Sanders

FNG / Fresh Meat
Jul 2, 2010
28
0
0
Graham, NC, USA
Volkhovsky Forest (WIP)

This will be the first map ive done for any RO game. I wanted to at least try to keep to something remotely historical, but due to having very little reference material for Volkhovsky Forest and the fact that forest maps cripple peoples FPS in-game, it will be renamed to something else.

I think I may have to expand the size of the map, but won't make that decision until I have done some early play tests with my clan mates.

Shot from the 1st objective - The South Woods
map-wip-vf1.jpg



Shot from the inner edge of The South Woods looking onward to the gullies
map-wip-vf2.jpg



Shot from east of the Woods looking down the hill into the East Village
map-wip-vf3.jpg



Shot along the gullies
map-wip-vf4.jpg



Shot from the West Village looking due East
map-wip-vf5.jpg



Random shot from inside the West Village
map-wip-vf6.jpg



Shot from what will be the last cap zone looking South up the valley paths (loads of work to be done there)
map-wip-vf7.jpg



Anyways, be gentle lol

Really liking the look of this map Gleedo. Although perhaps change the grass/ground texture abit. Right now it doesn't go well with the rest of the map. Maybe add some color to it? Make the grassy parts of the ground alittle darker, and do away with the sand looking stuff. Perhaps give the ground abit of a forested look? Add some leaves and make it a little darker. Otherwise I like it alot, and can't wait for you to get a finished version out to rest of the RO community. Looking forward to playing on it.
 
Last edited:

LordGleedo

FNG / Fresh Meat
Jul 18, 2010
800
74
0
Bucks, England
www.theoldgitsarmy.com
Really liking the look of this map Gleedo. Although perhaps change the grass/ground texture abit. Right now it doesn't go well with the rest of the map. Maybe add some color to it? Make the grassy parts of the ground alittle darker, and do away with the sand looking stuff. Perhaps give the ground abit of a forested look? Add some leaves and make it a little darker. Otherwise I like it alot, and can't wait for you to get a finished version out to rest of the RO community. Looking forward to playing on it.

Thanks for the feedback.

Is there some way to make the grassy parts darker or do you mean simply change the material?

I know what you mean though, it does not look right.
 

Six_Ten

FNG / Fresh Meat
Mar 12, 2006
1,382
400
0
aztecmod.darkesthourgame.com
Thanks for the feedback.

Is there some way to make the grassy parts darker or do you mean simply change the material?

I know what you mean though, it does not look right.

I'd suggest you get most of the geometry of the map built and in place before spending much time on darkening or otherwise messing around with the textures. That's the kind of thing best done when you can see it in context with the models and shadows and the whole of the map.

That said, here's a good reference for terrain materials: [url]http://udn.epicgames.com/Three/TerrainAdvancedTextures.html[/URL]