Mudanchee
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Re: Mudanchee
Posted by Captain P on Fri Oct 14th at 7:52pm 2005


Hey, that dustmotes idea is good. Thought about it myself somewhat for the water cave but it could fit with the rest too to make those cave depths feel... mystic, deep or such. That env_sun is something I want to add but haven't gotten around just yet. I plan on adding another cave branch that will be unaccessible but contains some sun rays and stuff, I'll see about that.

As for the displacements, I think I'll release the maps source once I'm done for others to learn. There's quite some people that haven't got the hang of dismapping yet so it could be usefull.






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Re: Mudanchee
Posted by Dark|Killer on Fri Oct 14th at 7:59pm 2005


To tell you the truth, i really suck at displacements <img src=" SRC="images/smiles/icon_smile.gif">



.::Dark|Masta::. - One name. One legend.



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Re: Mudanchee
Posted by Captain P on Tue Oct 25th at 9:02pm 2005


Ok people, some new screenshots are up. Note that the download isn't
refreshed - it's still the older version we playtested last time.



Anyway, I added several props (that need yet to be skinned though) and
changed the lighting a lot in most area's. The paths should be better
visible this time while the caves are still quite dark up high and deep
below to keep that athmosphere. image



Well, here goes:



image

Gloomy lighting on a dark, high rock-wand



image

Dangling worklights... yeah, gravity-gun-fun... image



image

More worklights and electricity cables. The generator still has to be modelled.



image

Waterfall. Spot the secret...



image

View from within the tomb. The tomb itself is now deeper and possibly holds a trap for those RPG-lovers.





Well, what do you people think? It's mainly the lighting that I've worked on now, so... does it work well now? image






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Re: Mudanchee
Posted by Addicted to Morphine on Tue Oct 25th at 9:41pm 2005


It's looking good. I kind of wish that fire was casting more of a red glow within that chamber. I guess I just wish there was a little more lighting variety... something besides the white and green.

Perhaps some different light sources, like some blues.




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Re: Mudanchee
Posted by Captain P on Tue Oct 25th at 9:50pm 2005


Hmm, reddish light glows... yeah, that'll definitely make it in. I agree on the variety, maybe some torches would do good or some yellowish flashlights or such? Or orange light rays in the water-cave...

About bleu lights, those work-lights are blue but probably not blue enough. I'll see what effect a more bleuish light has on them.

Thanks for the suggestions. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Mudanchee
Posted by ReNo on Tue Oct 25th at 10:45pm 2005


As I said on mapcore, I reckon you should try a subtley coloured ambient light, to provide a base coat of lighting to the level. Could mean your really dark sections lose something, but at the moment everything is too white. I'd be inclined to say orange, but then I always do <img src=" SRC="images/smiles/icon_biggrin.gif"> Your man made lights should definately be more blue to match the glows in my opinion.






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Re: Mudanchee
Posted by KoRnFlakes on Wed Oct 26th at 8:32am 2005


When we played it on the sp serv, I enjoyed it. but my fav moments where were you could kill someone near the edge or almost fall off yourself, only to the dissapointment that there is 90% of the time a cave floor beneath.

I wish there were more places to actually fall off, I think that would make it far more interesting, oh and texture those crates! :P






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Re: Mudanchee
Posted by Underdog on Wed Oct 26th at 11:39pm 2005


33 minutes and 20 seconds later: image

Do you really think this map was worth it? I will let you know if you were right.

[EDIT]

Its obvious that you have either never been inside a cave before or, you are not shooting for realism. Something that the HL2 engine can deliver BTW.

1] discounting the lighting, which I assume will be augmented to give a cave/underground feel, I cannot add anything to the comments about lights until I see a more advance compile. All the unskinned props are ruining the feel/atmosphere.

2] the wooden planking. Again, it doesn't look realistic. Planks are added to an existing aperture. yours actually inserts itself within the walls in places. Its obvious that you have a considerable amount of overlapped solids present.

3] again the plank pathways. You need some upper support. Ropes, chains or cables. Its not important what but something needs to be holding all that lumber up.

4] the wind? again, not realistic. caves with that much of a breeze needs an outlet. Preferably in the top. a volcanic vent type hole would suit.

5] the planking again. all of them seemed to be made of the same wood, and running the same direction. alter the material and direction a bit.

6] slow the waterfall down a bit or perhaps decrease the volume of water falling over it. a fall of that type would steam up the whole area in fog.

7] rock types, although many caves contain the same materials, many are often wet and dry in places. try to make yours appear so.

8] have a few broken guard rails scattered about. preferably made out of rope or chains/cable

9] light rays from the sun through cracks can increase authenticity and depth.

10] tone down all noises. caves are horribly quiet places. also, sound is swallowed up easily in caves, keep the volume at a level so you cannot hear it all from everywhere.

11] unless this is a new cave, there will always be some material either falling from the ceilings, or building up on the ground. new caves may do this to but the edges will be sharper. older caves have rounded edges.

12] if these opinions do not suit you. ignore them.




There is no history until something happens, then there is.



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Re: Mudanchee
Posted by Captain P on Thu Oct 27th at 7:47am 2005


Ow, yeah, you have 56k... Hmm, then I guess this test build wasn't worth it yet. Much of what you've seen is still worked on, but it's still helpfull for me to pinpoint the things I'd forget otherwise.

I agree on the planking, I'm planning on replacing all of it with modelled planks eventually or at least a significant part of it to give it a more realistic feeling. Support beams are added as we speak, I'm using metal bars as seen on construction sites and wooden beams as well. Got more suggestions for variety?

I like 7, 8 and 10. Didn't think about wet rocks actually, and though I am adding guard railings they're all planks or metal bars. Me likes the rope idea.
I thought about adding light beams too, tried some, but I don't think they really work well in the water cave just yet, that'll take some experimenting. Maybe I'll add some sort of unaccessible side-cave that has them.
And the sounds, well, I've been in caves but that's a long time ago. They're quite, yeah, so the sounds I've put in are mainly just to test the sound entities. It's being worked on right now.

Big thanks for your comments and suggestions. I am shooting for some realism so I could use em, I guess... <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Mudanchee
Posted by Dark|Killer on Thu Oct 27th at 9:55am 2005


Captain P, im sick of asking myself: HOW THE HELL DID YOU DO THOSE DISPLACEMENTS !?!?!?
Atlast, i asked you, i really want to know, do you use terrain generator ?? or did you do them all by your self ??
If you did them by yourself, TELL ME HOW ... PLease <img src=" SRC="images/smiles/icon_biggrin.gif">

Thank You <img src=" SRC="images/smiles/icon_smile.gif">



.::Dark|Masta::. - One name. One legend.



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Re: Mudanchee
Posted by Agent Smith on Thu Oct 27th at 2:14pm 2005


? quote:
As I said on mapcore, I reckon you should try a subtley coloured ambient light, to provide a base coat of lighting to the level. Could mean your really dark sections lose something, but at the moment everything is too white. I'd be inclined to say orange, but then I always do Your man made lights should definately be more blue to match the glows in my opinion.


But you've got to be careful what colour you select as your ambient light, because that determines the colour of the shadows cast by physics items, props, pickups, etc. I found this out the hard way in Hydro, where the pinkish ambient light made all the mentioned shadows bright pink. It's pretty stupid, they might have fixed it by now, but I doubt it. Either way just test it with loose props around.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: Mudanchee
Posted by Captain P on Thu Oct 27th at 5:15pm 2005


Hmm, no, I'll think I won't use an ambient light but instead use some low-lit, highly linear or constant lights so I have some more control about the background light for each area (each area will get it's own light-style and color usage to make them more distinct, same goes for different props) and then I'm able to leave some parts just black like high up or deep down in the caves.

So, that was what caused your pinky prop shadows? Now I see... thought it was some sort of bug.

Dark|Killer: contact me on msn and I could give you some more detailed instructions. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Mudanchee
Posted by habboi on Thu Oct 27th at 5:54pm 2005


Yeah Captain...How did you make such nice looking displacements? I can make mountains but caves are hard...



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Re: Mudanchee
Posted by Captain P on Thu Oct 27th at 10:52pm 2005


Basically, they're just vertical displacement maps, mostly modified on the x and y axis. I'll release the source of the map once I'm done though, perhaps with some sort of article about workflow and Source, so you all will be able to see how I did this. If you're really desperate for some dismapping examples, you can contact me on msn or mail me. <img src=" SRC="images/smiles/icon_wink.gif">






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Re: Mudanchee
Posted by Captain P on Thu Mar 16th at 11:17pm 2006


Wow, it's been even 4 months since I last updated this!

Well, I'm working on it again, adding more models to up the detail levels. It'll take me some time to get back into this, but the map is nearing completion. Phew, glad to see this thing being finished soon. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Mudanchee
Posted by Dark_Kilauea on Fri Mar 17th at 12:52am 2006


Going to have another snarkpit playtest?


Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: Mudanchee
Posted by Captain P on Fri Mar 17th at 2:58am 2006


That'd be a great idea, yeah. <img src=" SRC="images/smiles/icon_smile.gif">

Right now I'm adding more prop models (pickaxes, hammer (4.0)s, crystal shards) and I think a playtest would be good to help me place them well across the map. Plus, it'd be good fun to play again, methinks. <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Mudanchee
Posted by Captain P on Sat Mar 18th at 1:28am 2006


Yay, images galore:

image
Main changes here so far: I'm splitting up the floors into individual planks. Since most of the map is just displacement map and prop model, I think I can spend the additional poly's (they're all func_detail - the solid brushes of this map are less than 50 I think image).

image
Some of the smaller prop models I've been doing recently. I plan to do some medium-sized props such as a portable power generator and an accompanying jerrycan model. Anyone got idea's for replacing all those cover blocks without using too much crates? I think I'm getting stuck there a bit... rocks and bags full of crystals are easily overused too...

image
A nice sunset after playing with the gravity gun. image
Notice the lack of a 3D skybox. I'm thinking about putting in a canyon-like background. What do you people think?






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Re: Mudanchee
Posted by ReNo on Sat Mar 18th at 2:33am 2006


Varying between rock piles, bags of crystals, generic crates, and crates of crystals could be enough variety in all-purpose cover. If not you could consider making a mine cart model maybe, though if you don't have any cart tracks that might seem out of place <img src=" SRC="images/smiles/icon_biggrin.gif"> I really like the sky you are using and the view out to it, and I think a canyon view would be pretty awesome. Glad to see you back working on this <img src=" SRC="images/smiles/icon_smile.gif">





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Re: Mudanchee
Posted by Orpheus on Sat Mar 18th at 2:29pm 2006


Been to long, I cannot remember my past comments. <img src=" SRC="images/smiles/sad.gif">

Anyway, you seem to be incorporating some digging tools? Will you be making the rocks appear to be dug "into?"

The cave looks to worn/tidy.

I will avoid commenting on the stretched textures at this time. <img src=" SRC="images/smiles/icon_wink.gif">





The best things in life, aren't things.




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