Couldn't you add real tree models in the skybox? Couldn't you make the skybox look endless? I read somewhere you can!
I liked the nighttime better... with more artifictual lighting it could have been really nice. The coal(hills) doesn't look like coal. Why is it green it should be black. The grass texture really looks bad... to big a face for such a small texture. Try to break it with boulders, prop and decals.
Re: Bloody Ore
Posted by Victor-933 on Sun Apr 9th at 1:27am 2006
Well.. A) It's iron ore, not coal. B) it's an abandoned mine, so the grass has started to grow up into it..

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Posted by Victor-933 on Sun Apr 9th at 1:27am 2006
? quote:
The coal(hills) doesn't look like coal. Why is it green it should be black.
Well.. A) It's iron ore, not coal. B) it's an abandoned mine, so the grass has started to grow up into it..
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Re: Bloody Ore
Posted by Elon Yariv on Sun Apr 9th at 1:23pm 2006
Posted by Elon Yariv on Sun Apr 9th at 1:23pm 2006
Doesn't matter what kind of mine it is... Grass growing on metal? I don't think it has all the nutrations needed for plants to grow on. 
Elon Yariv
Re: Bloody Ore
Posted by Captain P on Sun Apr 9th at 7:21pm 2006

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Posted by Captain P on Sun Apr 9th at 7:21pm 2006
One thing: reference shots. We can discuss a lot about what we think reality looks like, but there's only one way to find out and that's either going to a mine, or looking at pictures of a mine (which obviously gives a less good impression but is faster and easier to do).
I mean, look, that's quite a different kind of environment than what your maps shows, ah? Looks a lot more 'miney'. I'd say, go take a Google stroll and see what you can come up with to give this map a good, solid feel.
I mean, look, that's quite a different kind of environment than what your maps shows, ah? Looks a lot more 'miney'. I'd say, go take a Google stroll and see what you can come up with to give this map a good, solid feel.
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Re: Bloody Ore
Posted by Victor-933 on Sun Apr 9th at 9:04pm 2006

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Posted by Victor-933 on Sun Apr 9th at 9:04pm 2006
Well the one provided is a strip mine; the one I'm creating is a shaft mine.. Thanks for the idea, though
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Re: Bloody Ore
Posted by Dash on Mon Apr 10th at 7:30am 2006
Posted by Dash on Mon Apr 10th at 7:30am 2006
I personally thing you have a very good sense of architecture going on in this map. The buildings have an interesting shape and feel very well done. It's just a matter of fixing up the outdoors a bit.
Re: Bloody Ore
Posted by Victor-933 on Tue Apr 11th at 3:16am 2006

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Posted by Victor-933 on Tue Apr 11th at 3:16am 2006
Again, new screenshot set. Few more buildings added: a warehouse/garage
housing a human APC the rebels are fixing up, and a small shed housing
a trailer and some phys_cannisters (for those who don't know,
phys_cannisters go flying all over the damn place if you shoot them)
It's also been turned back to night. I'm in the process of adding more lights.
It's also been turned back to night. I'm in the process of adding more lights.
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Re: Bloody Ore
Posted by reaper47 on Tue Apr 11th at 3:30pm 2006
Posted by reaper47 on Tue Apr 11th at 3:30pm 2006
This is looking better and better. I could imagine getting from building to building could be fun in a way. Although that's not the typical DM way of a layout (reminds me more of CS or a realistic themed mod with objectives) but it could work.
Still, don't keep the flat grass areas! Get rid of them before it's to late! They're stealing the atmosphere and making it all look very video-gamish.
PS: make it so you can jump up the roofs of those buildings. That's easy to do and always fun!
Still, don't keep the flat grass areas! Get rid of them before it's to late! They're stealing the atmosphere and making it all look very video-gamish.
PS: make it so you can jump up the roofs of those buildings. That's easy to do and always fun!
Re: Bloody Ore
Posted by Victor-933 on Wed Apr 12th at 1:40am 2006

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Posted by Victor-933 on Wed Apr 12th at 1:40am 2006
Well, everyone keeps complaining about the "flat" grass.. thing is,
although they're hard to see I put in several displacements to add
bumps to the grass. They only provided one grass texture I know of that
doesn't have those sprites (I don't really want to use the sprite grass
because it might add lag to the map, which is already starting to crash
from too many items -- at least that's what I think is causing it). I
did notice however, that even without VIS or RAD the map ran just fine
on my friend's computer. The only major difference is his processor
doesn't have a retard helmet on (read: it isn't a Celeron like mine)..
So maybe a bunch of grass sprites wouldn't hurt too much.
So.. I'm throwing the question on the floor: should I change the texture scheme to incorporate textures with sprite grass?
Note that this isn't the only change I plan on for the outdoor area. Almost everything else is finished -- I just need to add furniture in the shack by the newly-added train station.
So.. I'm throwing the question on the floor: should I change the texture scheme to incorporate textures with sprite grass?
Note that this isn't the only change I plan on for the outdoor area. Almost everything else is finished -- I just need to add furniture in the shack by the newly-added train station.
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Re: Bloody Ore
Posted by ReNo on Wed Apr 12th at 1:49am 2006

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Posted by ReNo on Wed Apr 12th at 1:49am 2006
If you want to use a different grass texture (perhaps one with a blend in it to help you limit that texture repetition), then just write a new VMT file. You don't need to use any custom textures. There are loads of tutorials out there about writing your own materials and they discuss how to use blends, detail sprites, etc...
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Re: Bloody Ore
Posted by Captain P on Wed Apr 12th at 11:43am 2006

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Posted by Captain P on Wed Apr 12th at 11:43am 2006
I noticed you have some hills there, but the rest is still flat and it stings. Just cover the whole terrain with displacement maps and make it nice and rolling. Using blending textures is a good idea here, too. A few detail sprites shouldn't do much harm methinks, they fade out at some distance anyway.
The lighting and athmosphere is coming along nicely now, but it still feels like a couple of loosely, too-strictly 90-degree, placed buildings with nothing in between. And usually, there's roads in such places instead of grass only.
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The lighting and athmosphere is coming along nicely now, but it still feels like a couple of loosely, too-strictly 90-degree, placed buildings with nothing in between. And usually, there's roads in such places instead of grass only.
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Re: Bloody Ore
Posted by reaper47 on Wed Apr 12th at 12:11pm 2006
Posted by reaper47 on Wed Apr 12th at 12:11pm 2006
It's not only about the grass, like Captain P said add a road, some concrete places, parkings ect.
The sprites from grass textures shouldn't have any major impact on FPS at all. If you have FPS problems make sure the doors and windows of the buildings all go to different sides or are closed on one side so the interior hasn't to be rendered from everywhere.
PS: It's still way too dark. Compare it to the darkest official map, dm_lockdown. Turn down monitor brightness untill you can just barely play dm_lockdown, so that it's almost completely dark but you can still navigate around and see everything. Then load your own map and compare with the same monitor brightness. You'll see how bright even dm_lockdown, a night map, has to be to be played under more extreme conditions (which aren't all that absurd, playing on a CRT monitor at day gives you the same results).
The sprites from grass textures shouldn't have any major impact on FPS at all. If you have FPS problems make sure the doors and windows of the buildings all go to different sides or are closed on one side so the interior hasn't to be rendered from everywhere.
PS: It's still way too dark. Compare it to the darkest official map, dm_lockdown. Turn down monitor brightness untill you can just barely play dm_lockdown, so that it's almost completely dark but you can still navigate around and see everything. Then load your own map and compare with the same monitor brightness. You'll see how bright even dm_lockdown, a night map, has to be to be played under more extreme conditions (which aren't all that absurd, playing on a CRT monitor at day gives you the same results).
Re: Bloody Ore
Posted by Victor-933 on Thu Apr 13th at 8:03pm 2006

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Posted by Victor-933 on Thu Apr 13th at 8:03pm 2006
YET AGAIN new screenshots.
I've been taking into consideration all
the suggestions and ideas posted, and as you can see have added some
alpha roadways to the map. It's about half-done now; all the major
stuff is in place and all that's left is nitpicky stuff which will take
several weeks.
Yes, I know there's a texture error due to that damn Hammer bug (the one where blended textures invert during compile) underneath one of the trucks..
Yes, I know there's a texture error due to that damn Hammer bug (the one where blended textures invert during compile) underneath one of the trucks..
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Re: Bloody Ore
Posted by reaper47 on Thu Apr 13th at 10:14pm 2006
Posted by reaper47 on Thu Apr 13th at 10:14pm 2006
lol, to be honest I'm surprised how important the road part actually was! THis is exactly what I was missing! Sure it needs work from here but it brings all the buildings together very nicely! Looking good!
Re: Bloody Ore
Posted by rival on Thu Apr 13th at 11:06pm 2006

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Posted by rival on Thu Apr 13th at 11:06pm 2006
remember them cubemaps (noting the water)
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Re: Bloody Ore
Posted by Orpheus on Thu Apr 13th at 11:06pm 2006

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Posted by Orpheus on Thu Apr 13th at 11:06pm 2006
You really shouldn't replace your images. Its preferable to post new links to new images. This way if someone comes in late, they will know in what direction you have traveled.
It helps to know what you have replaced and built anew.
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Re: Bloody Ore
Posted by Victor-933 on Thu Apr 20th at 12:14am 2006

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Posted by Victor-933 on Thu Apr 20th at 12:14am 2006
New feature!
Working elevator in the mine shaft. It has an open top for people at the top of the shaft to drop some grenades into it. Also, the wheels turn with the elevator, and the motors emit sound.
Working elevator in the mine shaft. It has an open top for people at the top of the shaft to drop some grenades into it. Also, the wheels turn with the elevator, and the motors emit sound.
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Re: Bloody Ore
Posted by Elon Yariv on Fri Apr 21st at 3:40pm 2006
Posted by Elon Yariv on Fri Apr 21st at 3:40pm 2006
Wont it be annoying when you are in the elevator and somebody throws a grenade and you can't run away?
Elon Yariv
Re: Bloody Ore
Posted by reaper47 on Fri Apr 21st at 5:12pm 2006
You could place an RPG in the elevator or similar. Risk management.
Posted by reaper47 on Fri Apr 21st at 5:12pm 2006
? quote:
Wont it be annoying when you are in the elevator and somebody throws a grenade and you can't run away?
You could place an RPG in the elevator or similar. Risk management.
Re: Bloody Ore
Posted by Victor-933 on Fri Apr 21st at 6:28pm 2006

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Posted by Victor-933 on Fri Apr 21st at 6:28pm 2006
The RPG is in the mines, which the elevator leads to, which is the reason for the elevator.
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