Mirrors Edge : Source Source Project (April 23rd 2011)

Reveal what you have made so far and get feedback on development.

Re: Fy_Mirrors_Edge (September, 22nd)

Postby AcapulcoGold20 on Wed Sep 23, 2009 4:02 pm

Looking really sexy. I loved the art style of the game, but it did get pretty boring looking at all that washed out white lol. I think it was all intentional as some sort of theme about corporate states and individuality or something. Keep the textures mostly white/gray concrete and crank that bloom up when you get to that stage is really all I can say. Great job.
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby nub on Wed Sep 23, 2009 8:22 pm

Are you guys using 1024x1024 resolution textures, or just 512x512? Some of those damn textures in Mirrors Edge were like 2048x2048. :shock:


Anyway, I'm loving it more and more. I wish I could work with you guys. D:
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby Echo51 on Thu Sep 24, 2009 6:30 am

Probaly nomore then 1280x1024 due to them using old 4:3 screens :P

and yes, i still love my old 17" CRT screen :P
Source is my way of life, if i didn't have it, i'd be tearing down walls and altering my house all the time.
"NEEDS MORE SPACE"
*creates 32kx32k brush for floor*
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby JPMouse on Thu Sep 24, 2009 8:55 am

Sathor wrote:... You will see example use of this in the following media update, showing the new style I made for the "cs_office" version I presented before this project started.


Any chance of any screen-shot's of this map? I would love to see a mirror's edge texture mashup on cs_office.
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby Sathor on Thu Sep 24, 2009 9:00 am

My screenshots are taken on 1650*1080 (16:10) :-D
The normal brush textures are 512x512 to 1024x1024. On the models, if varies, depending on the size of the model. Generally, I try to keep the rule 4 pixels per unit.

Screenshots will be presented on the next media update. It is not just a texture mash up, but a completely new map, besides using the same corridor layout (and lengths) like cs_office did. I guess you can expect those screens in a week or less, I'll talk to Vivi whether we should make a single Media Update for it. We'll see.
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby nub on Fri Sep 25, 2009 11:27 pm

Awesome. High-res textures will make this map look VERY sleek.
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby ErikKiller on Wed Oct 07, 2009 5:21 pm

Gonna bump this thread just to say that I LOVE the new models and details.
And a little bump to remind the creators: UPDATES GUIS?
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby ReservoirWOLF on Fri Oct 09, 2009 5:19 am

the look really reminds me of mirrors edge, great work.
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby Sathor on Sat Oct 31, 2009 1:00 pm

We need help!

Hallo people, I am sorry you won't see any media update right now. In fact, Vivi and me are needing help. Both of us are concerned with real life matters (in his case, his work for Raven, in my case, the new semester has begun) and can not spend as much time as we used to on creating the stuff. Also, as many of you will know, creating dozens of models complete with UV maps etc is too much for one or two persons alone.

To make matters worse, PhilE can - at the moment - not really continue working on the project, so we lack our very good texture artist!

So far, Vivi is still finishing on the map to get it ready for another playtest. I created a lot of models, some already are UVed, some are even skinned, but there are still a lot of models and - in the end - textures to be created.

If you want to help us finishing this project and could fill one of these positions, be happy to write me an PM. For OUR media, as interlopers always asks, I guess a look in this thread should be enough. :)

Prop modeller
- creation of static props
- minimum requirement: ability to create ingame models of mainly unorganic props like tables, light fixtures, vent units
- you should be able to create the UV unwrap and compile it for ingame use
- you should be over 18 years old, but we are glad to allow under 18 years old to work with us too, if you prove to be mature enough

Texture artist
- creation of both model skins and general world textures
- minimum requirement: ability to create textures from reference (for example Mirror's Edge screenshots), like concrete floors and skins for models like the ones you can see in this thread
- you should be over 18 years old, but we are glad to allow under 18 years old to work with us too, if you prove to be mature enough

If you are interested, just write me a PM or add me in the Steam: lohrtmuffin

We hope to get this project finished, and with your help, we might even do it this year :smt006
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby nub on Sat Oct 31, 2009 4:27 pm

Dammit, if only I had started modeling a year ago. D:
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby Lobstar on Sat Oct 31, 2009 4:30 pm

Hurrm im not that confident with my modelling :D but id love to see this project live on.
New blog up and running :D
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Re: Fy_Mirrors_Edge (September, 22nd)

Postby trcc on Sat Oct 31, 2009 4:48 pm

This project is great! Looking forward the new media updates.

I wish i wasnt a level designer right now :P

To GeneralViVi, When is chells legend coming out!!! :D
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Re: Fy_Mirrors_Edge (October, 31st)

Postby Generalvivi on Sun Nov 01, 2009 5:14 pm

Hey guys! Updated the first page! Any help would be great!
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Re: Fy_Mirrors_Edge (October, 31st)

Postby Sathor on Fri Dec 25, 2009 12:39 am

Merry Christmas!
As GeneralVivi seems to be lost in Christmas trouble (or I might have forgotten that he told me he wouldn't be online for a minute over Christmas) I thought I'd simple post those screens here myself.

I have skinned most of the known roof models now, as seen in those pictures. No normals or speculars yet, so expect smaller changes over time.
Models and skins by me.
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Re: Fy_Mirrors_Edge (October, 31st)

Postby punky on Fri Dec 25, 2009 11:45 am

<3
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