Posted by R_Yell on Mon Sep 5th at 6:46pm 2005
Posted by Junkyard God on Mon Sep 5th at 7:54pm 2005
Junkyard God
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Posted by Tracer Bullet on Mon Sep 5th at 9:06pm 2005
Indeed, promising is the word. However, that first shot seems awfully bland. It just seems too.. finished. It looks more like a hotel than container ship! I don't see any water-tight compartment doors, exposed steel decking, pipes and wires... you get the idea.
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They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.
Posted by R_Yell on Mon Sep 5th at 9:37pm 2005
Posted by satchmo on Tue Sep 6th at 4:39am 2005
I love the idea. It reminds me of the part in FarCry " SRC="images/smiles/icon_smile.gif">
And definitely add some decals for some gritty look.
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Posted by habboi on Wed Sep 7th at 11:12am 2005
That skybox is really realistic! A lot like Valve's ones " SRC="images/smiles/icon_biggrin.gif">
Also that boat is perfect almost " SRC="images/smiles/icon_smile.gif">
Posted by Trapt on Wed Sep 7th at 11:51am 2005
The one critisism I have is this: the boat is so bloody clean! You need some dirtied up textures, and the first screenshot is just... empty. There's nothing in there.
Once it's been dirtied up, and filled up a bit, you've got one hell of a good looking map.
Posted by R_Yell on Wed Sep 7th at 2:43pm 2005
It consist in processing a half million triangles model (cutting all things that you don't need), then convert it to 5000 triangles, and finally make a normal map comparing between the two models. I'm using a 1024x1024 texture, imagine what level of detail you can get using x2 or x3 amount triangles and 2048 texture. I want to try that in another map, one that isn't so big and open.
I wrote a tutorial for all the community here (in second page I explain that):
http://interlopers.net/forum/viewtopic.php?t=4597
About the ship, don't want to make a clean ship, and in fact now isn't very clean I think. Accommodation zone could fit with a lot of pictures I saw (except isn't so narrow like real ships), other areas won't be so clean of course. It depends on ship's age also, a 20 years old ship doesn't look the same that another younger. My main preocupation is giving it coherence, so one zone doesn't like a 40 years old ship, and another looks like just made.
Posted by Junkyard God on Wed Sep 7th at 3:09pm 2005
one thing does looks a bit odd though, the water, sea water usualy has foamy stuff where waves break etc. , maybe you could try to invest in a new water texture and try to make waves 'break' at certain points.
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Posted by R_Yell on Wed Sep 7th at 11:22pm 2005
Posted by Trapt on Thu Sep 8th at 6:58am 2005
Posted by Crono on Thu Sep 8th at 7:21am 2005
But, you can attach the world (nowhere the player can get to ... and not the water) to a simple rotating entity, that way it'd appear the boat is drifting off. It shouldn't be that demanding. The only reason I suggest moving everything except the boat is that the boat would probably get buggy with player interaction. I think, it may give an interesting effect if done properly.
But, it is just a suggestion.
Even something else like a lower bridge somewhere that draws up when the boat gets near would be cool. You could even have three or so rotating entities and have after so often rotations the parent changes to the boat appears to be traveling in an almost random path. It could be really cool.
Something else that'd be nice is if you put water in a 3d skybox around the map, put in some fog the farther "out" you can see.
Anyway ... that's probably some difficult stuff.
[EDIT]
Ha! Maybe I should have read the map description first. Sorry.
I guess the only other thing I could suggest is have a linear moving object somewhere in the map, nodraw'd of course, and parent the moving parent of the skyboxs, to give a slight "up and down" wavey effect.
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