sj_castle [updated]
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Re: sj_castle [updated]
Posted by scary_jeff on Wed Jun 9th at 11:01pm 2004


OK, I tried the sharpening thing. It makes the textures look better from far away, but close up they looke very grainy, so I think I'll go back to the normal ones. I've implemented about 75% of the stuff pointed out, I just need to reduce r_speeds a bit in a couple of areas, and interesting-ize a couple more areas before putting the next beta up.



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Re: sj_castle [updated]
Posted by Skeletor on Sat Jun 12th at 11:31pm 2004


The textures will always look pretty crappy close up. When I saw this I thought I'd try it out.

EXAMPLE

You can probably guess which side is sharpened.

[addsig]



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Re: sj_castle [updated]
Posted by 7dk2h4md720ih on Sat Jun 12th at 11:39pm 2004


That doesn't really show what it looks like close up though.




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Re: sj_castle [updated]
Posted by Campaignjunkie on Sun Jun 13th at 12:25am 2004


http://www.cs.mtu.edu/~shene/DigiCam/Gallery/Travel/Finland/Turku/castle-1.jpg
? posted by scary_jeff
OK, I tried the sharpening thing. It makes the textures look better from far away, but close up they looke very grainy, so I think I'll go back to the normal ones. I've implemented about 75% of the stuff pointed out, I just need to reduce r_speeds a bit in a couple of areas, and interesting-ize a couple more areas before putting the next beta up.

Try Edit >> Fade Sharpen (after you apply a Sharpen filter) and you can set the opacity of the sharpen effects (as with almost any other filter) Maybe you can find a middle ground between smooth / grainy?

Some broken areas / rubble (it looks kind of like a well-aged castle) would work out nicely, with little wood beam bits sticking out and such. I think what you really need though, are some more castle-wall variations. Maybe apply some concrete and mortar on certain areas of the walls. Maybe something like this? :

[addsig]




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Re: sj_castle [updated]
Posted by scary_jeff on Sun Jun 13th at 10:15am 2004


Thanks for the ideas with the textures and stuff. I think I'll put the next beta up later today, but I probably won't try changing the textures until after I have got a few comments on the new version. I'm hoping people will think I did a reasonable enough job of making things more interesting that not such a big change in the textures will be needed. Not that I don't want to make some more texture variation... meh



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Re: sj_castle [updated]
Posted by scary_jeff on Sun Jun 13th at 7:40pm 2004


OK, a new version is up. Hopefuly it is interesting ++ compared to the old one. I have tried to implement most of what was suggested. A few notable exceptions are that I didn't do any sounds yet, I didn't have enough r_speeds to put something in the middle of the courtyard, and I didn't find an amazing new wall texture yet. Pretty much everything else should have been done - don't hesitate to prod me if I left your idea out There is still one room that hasn't had anything interesting attempted in it - I'll see what everyone liked of what I did so far.

I have done one roof in a new texture and adjusted two others - any views on which is better would be good There are a couple of lighting errors. I am also open to ideas for a better tree model that isn't a million polygons - actually a tree in the courtyard would be feasable. r_speeds peak around 1000 now, but again I am confident of reducing these peaks by reducing overdraw - hopefuly to the low 800s.

Before you point out that I didn't get a new wall texture, please look at the map itself, as I think it feels more interesting than some screenshots look:







Sorry 56K, did the screenshots in steam so they are 32 bit and didn't compress as well.




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Re: sj_castle [updated]
Posted by 7dk2h4md720ih on Sun Jun 13th at 8:18pm 2004


Looks far better already, downloading now.




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Re: sj_castle [updated]
Posted by 7dk2h4md720ih on Sun Jun 13th at 9:10pm 2004





1. Texture misalignments on the windows and the doorway.



2. This didn't come out too well, not sure why it's not showing up on mine. I'm not on steam so that could be an issue.



3. It's a bit of a harsh transition here.



4. Another small texture error. I found loads but didn't take screenshots of them all.



5. The wood grain is in the wrong direction on the underside of this support beam.



6. The balls still have no texture.



7. More misaligned madness.



8. You might consider blocking off this window somehow as a lot of the inside of the tower is being rendered and when you're in the tower you can't really see anything out the window. You could insert some stained glass.



9. I think you could relieve the monotony of this area with a little grassy section like you have outside. And oh look what is that? Is it a castle ghost or a man shaped tea-stain on the wall? You decide! Press your red button to vote.



10. This is just being picky but those cannons would have a hard time aiming at anything from those holes.



11. This are looks really cool... except of course for the tree.

Apologies for the brevity, I've study and things to do. It's coming along really well and you've detailed the inside quite nicely. You could put some of the rugs from the tfc wads around the place for a little more colour.

Yippe Ki Yay!




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Re: sj_castle [updated]
Posted by Crono on Sun Jun 13th at 9:55pm 2004


This is looking pretty good.

Something I think that this map would benefit, even though it would only work on certain machines, from some pixel and vertex shader support. (Go here for the source, no binaries though )
I think this type of lighting would really add to this map, taking that almost everything is being lit by sunlight. [addsig]




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Re: sj_castle [updated]
Posted by beer hunter on Sun Jun 13th at 10:55pm 2004


? quote:
Hopefuly it is interesting ++ compared to the old one. I have tried to implement most of what was suggested.


imo those changes have improved it over the last version by a fair bit

? quote:
I didn't have enough r_speeds to put something in the middle of the courtyard,


Hmmm, a cannon or stacked up barrels or some other model would improve that area and keep the wpoly down. Anyways, its starting to come along nicely.




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Re: sj_castle [updated]
Posted by G.Ballblue on Sun Jun 13th at 11:10pm 2004


? posted by Alien_Sniper

Apologies for the brevity, I've study and things to do. It's coming along really well and you've detailed the inside quite nicely. You could put some of the rugs from the tfc wads around the place for a little more colour.

Yippe Ki Yay!

Hey! That's mine! Take this!!

Reno, What did you do to your shotgun/assault rifle!

Yippie Ki Yay!

[addsig]




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Re: sj_castle [updated]
Posted by Gwil on Sun Jun 13th at 11:20pm 2004


G.Ballblue, ReNo is using the high definition models/textures pack (aka the HD pack).

It comes with Blue Shift if I recall collectly, although I think it's free to download as well
[addsig]




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Re: sj_castle [updated]
Posted by G.Ballblue on Mon Jun 14th at 12:20am 2004


Gwil, you mean to tell that you didn't notice how his models JUST HAPPEN to be sticking out from the screen more than they should? I don't ever recall being able to see that much of either weapon... That's what I'm refering to.

Yippie Ki Yay!

[addsig]




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Re: sj_castle [updated]
Posted by 7dk2h4md720ih on Mon Jun 14th at 12:24am 2004


He has his fov set to 120.




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Re: sj_castle [updated]
Posted by Gwil on Mon Jun 14th at 12:47am 2004


I see what you mean now G... But no, i'm afraid I didn't notice - like A_S said, he has his fox on a custom setting, I used to play with these settings all the time (every day/night for nigh on 3 years)... so I kind of got used to it
[addsig]




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Re: sj_castle [updated]
Posted by 7dk2h4md720ih on Mon Jun 14th at 1:33am 2004





1. There's something not quite right with these stairs. Castle stairs are supposed to be grandiose and these are a bit lacking. I realise you don't have much room to work with though, and I don't have any better suggestions.



2. This little section is being lit strangely.



3. A nice touch but wood doesn't bend like that.



4. You can clearly see the center of the sprite hovering below the light.

I'd like to see some more grassy areas on the outside for variation. Best castle map I've ever seen in hl.




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Re: sj_castle [updated]
Posted by Yak_Fighter on Mon Jun 14th at 2:28am 2004


It looks much improved from last time. The detail added brings much to the map. However, I would watch out from those r_speeds, as in some areas I was getting a noticeable framerate hit. It wasn't much, but it's enough to interfere with someone's precise aiming for example . I'm not sure, but the gaps on the parapet look too small to me. It may be from looking at hollywood interpretations of castles though, I dunno. Also as A_S said the areas around the cannons would have bigger windows to allow for better fields of fire. However, these are just little niggles on what is an otherwise great map so far.



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Re: sj_castle [updated]
Posted by Gwil on Mon Jun 14th at 2:48am 2004


A_S, castles dont have grandiose stairs, not fort/coastal/strategic castles at least... ive been to castles in england, wales, scotland and france (must be getting near triple figures soon) throughout my life.. and the vast majority (ie non residential ones) are surprisingly small, cramped and cold with winding staircases - usually with tiny steps, low roofs and very very narrow


[addsig]




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Re: sj_castle [updated]
Posted by 7dk2h4md720ih on Mon Jun 14th at 2:54am 2004


The main staircase is usually quite large though is it not? Understandably the servants and secondary stairs are kept small. Regardless of my misconceptions, it still doesn't feel quite right.




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Re: sj_castle [updated]
Posted by Gwil on Mon Jun 14th at 2:56am 2004


not really, although it could do with spinkifying.. you are limited in what you can do with castles because of wall thickness/the materials they were made from - hence the designs are inherently very clunky and cramped, but bloody strong

a wooden hand rail or somesuch wouldnt go amiss in my opinion. more likely is that larger staircases would have been crafted from wood, not stone - perhaps it could be worked like that?
[addsig]





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