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

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Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
How is your fps with all that grass?

There isn't that much grass actually, I think the density is around 2.
I'm going to be making my own grass model very soon, I'll see about that then.

Currently my FPS is fine but I have a great computer maybe I should give it to someone with a lower end configuration to check the performances.

Looking good can't wait to try it...any rough estimate on when you may release a beta version for testing? Nice work...:)

thanks man, I answered your post on my blog by the way.
 

shakenbake

FNG / Fresh Meat
Sep 22, 2011
310
89
0
USA
thanks man, I answered your post on my blog by the way.

Thank you. If you go to the link below and select the "Map Projects" link in the navigation tabs you will see your page listed. Again, nice job keep it up.:D
 
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shakenbake

FNG / Fresh Meat
Sep 22, 2011
310
89
0
USA
I have added "Coldsteel" as well to the links. People visiting the website are going to be pumped to see future maps being worked on...great job guys.

If anyone else wants their "work in progress" linked for others to see on the website just post it here or shoot me a pm.

Thank you
 

Xendance

FNG / Fresh Meat
Nov 21, 2005
4,484
572
0
33
Elitist Prick Club RS Branch
You people should post map specific threads in the level design sub section of the forums :p

There isn't that much grass actually, I think the density is around 2.
I'm going to be making my own grass model very soon, I'll see about that then.

Currently my FPS is fine but I have a great computer maybe I should give it to someone with a lower end configuration to check the performances.



thanks man, I answered your post on my blog by the way.

Looks nice, the grass distance might be too extreme imo, but if it performs well it doesn't matter.
I think the lighting looks a bit flat, have you did any preliminary lighting yet?
 

Le0

FNG / Fresh Meat
Sep 20, 2011
638
119
0
Neuchatel, Switzerland
You people should post map specific threads in the level design sub section of the forums :p



Looks nice, the grass distance might be too extreme imo, but if it performs well it doesn't matter.
I think the lighting looks a bit flat, have you did any preliminary lighting yet?

no, I still have to fiddle with the lightning, not really sure what kind of lightning I should do
I'll make a thread ;)
 

Drecks

Grizzled Veteran
Nov 26, 2005
2,393
218
63
The Netherlands
Some updated screens. Another more brighten light and Spartanovka sky.
Still a long way to go. Started with the 2th large steelfactory hall.
Some of these halls where huge. In fact to huge for the game

Meanwhile I have a request. Iff a more experienced modeller could help me out
with two or three models. I need some specific steel factory models.
Not really difficult but done by me they look crap. I want them to look good.

Send me a PM iff you have time to make them.
 

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shakenbake

FNG / Fresh Meat
Sep 22, 2011
310
89
0
USA
What do I think....hmmm...hmmm...I think HELL YEAH! :D

Leo I'll add them to my website so others can drool...lol
 
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HeadClot

FNG / Fresh Meat
Dec 2, 2010
286
110
0
Utah, United States
For the Heroes of Armageddon Mod.

ePtoZ.png


This building has Multiple floors meaning room clearing tactics will be needed.
 
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Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
I think its a pity that your next map will be infantry only, this game is really short of good combined arms or tank only maps, and even though the tanks are slightly bugged and still have the AI gunner a lot of people simply won't play it if there are no tanks.
Ogledow has tanks and the AI, plenty of people love that map.
But apart from that, best of luck its looking good.:IS2:
 

worluk

FNG / Fresh Meat
Nov 21, 2005
2,226
85
0
I did some changes to the light and made my grass model. I still need to work on that grass material but what do you guys think?



A school

imo you should go for something less nuclear for the lighting ;)
try to invest some tries for decent brick break lines instead of the diagonal substraction brushes. Also, try to avoid direct transitions from your standard terrain texture to walls or obstacles.
Not trying to put down your work, but if someone showed me the pics without the weapon im not sure i would be able to tell if it was Ostfront or HoS. :/ I think mainly due to the harsh lighting and the substraction cuts in the second pic.
Did you playtest the map already with a decent group of people? If not, i strongly recommend it, nothing worse than having to redo large parts because some distance felt too far somewhere.

The grass looks pretty nice, only feels a little weird how it grows on the different ground textures *shrug*