de_desolation near finished (new screens May 24th)

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

Re: de_desolation near finished (new screens May 24th)

Postby [JFG]Propaganda on Sun May 30, 2010 4:24 am

As always thanks for the good feedback Mookie.

mookie wrote:When you use cl_leveloverview, it only draws what's below you. So if you've got time for it, you can take screenshots at a few different heights and blend them together to get rid of things like palm leaves, domes, and dragons' teeth on top of those walls on the way to A. You could also do a blend/transparency to get the underground areas onto the radar in this way.


Will look into this, sounds like a lot of fooling around though.

T spawn looks nice, but the ground seems a little to smooth and neat looking. A few decals or something in the darker/greener sand/dirt, maybe even something as subtle as impressions from where heavy crates or some kind of tripod had been put down. Rust stains coming off those lights might look good.


Agreed. Examples?

On the outside wall on the outside route to A, the rock/dirt textured displacement makes a very hard edge where it hits the wall. Something sandier and more weathered-looking would probably be much better here. Or maybe just push the blend between sand and rock to be across the wall instead of in front of it.


After I looked at it you're right, fixed.
It seems like the only thing getting much fog is the boat, so the fog could probably be weakened and made to match the skybox colour better. Right now it seems pretty ugly sitting out there as basically nothing but a silhouette. But if the fog was weak enough that you could see the colour of the boat and whatever containers might be sitting on it it would probably look better.


Picked that up earlier already fixed, moved boat closer to shore, extended fog draw distance.

I have to agree that the arches look like they could use a few more vertices.


Agreed and fixed.

The sloped tile floor going up out of B and the tiled porch at CT spawn look like there too shiny and might need a cubemap sitting right on top of them.


Picked that up earlier as well, already fixed.

The platform at bombsite A looks too flimsy, like it should have beams and joists holding it up on top of those posts.


Not 100% sure what you mean on this.

In the room/hallway with the rugs and high ceiling, the white tile in the gaps seems distracting.


They had the same tile as those bright floor spots mentioned earlier, fixed, doesn't stand out as bad.
In the underground tunnel, the overbrightness of the lights up close and the lightglow/sprites are combining to be too much. Maybe these lights should be more linear (maybe 50 or so?).


Playing around with this, set sprites to lower density, playing with linear setting.

The more I look at different areas of this map and how they fit together, the more I like it.


Thank you.
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Re: de_desolation near finished (new screens May 24th)

Postby mookie on Sun May 30, 2010 5:13 pm

[JFG]Propaganda wrote:
The platform at bombsite A looks too flimsy, like it should have beams and joists holding it up on top of those posts.


Not 100% sure what you mean on this.

The platform looks like it's just a sheet of wood/plywood sitting on nine posts, and the weight of what's on it will cause it to collapse in the areas where there's no support. The thought I had would be to make it like the floor of a house, where you have thick beams (maybe 8x8 hammer) running one way on top of the posts, then narrow joists (maybe 2x6 hammer) running perpendicular to those on top of the beams.

These are the best/neatest pictures I could find quickly to show what I mean:

A beam with several joists running across it:
http://buildingadvice.com.au/joist.jpg

A bunch of joists sitting on two beams:
http://toolboxes.flexiblelearning.net.a ... joists.gif

Putting an extra joist at each end (band joist I guess) would mean you could get rid of all the joists in the middle (leaving essentially a wooden skirt on top of a few beams) since players can't see underneath:
https://energyaudit-sdge.sempra.com/lib ... ndinsl.gif

But in general I just think the platform needs to look thicker so it could support the weight of that container without bending and breaking in the middle.
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Re: de_desolation near finished (new screens May 24th)

Postby mookie on Sun May 30, 2010 6:30 pm

[JFG]Propaganda wrote:
T spawn looks nice, but the ground seems a little to smooth and neat looking. A few decals or something in the darker/greener sand/dirt, maybe even something as subtle as impressions from where heavy crates or some kind of tripod had been put down. Rust stains coming off those lights might look good.


Agreed. Examples?


Made this by basically having a black square on a white field, with alpha fading from 10% around the black box to zero at the edge of the texture. It's not that great, but if the 10% opaque black square were replaced with your ground texture, rotated, at 50% opacity, and slightly darkened, or some smoother, slightly darker version of your ground texture at 100% opacity, this might be getting somewhere.

Image
http://mookie.mksvx.com/materials/impression_square.vtf
http://mookie.mksvx.com/materialsrc/imp ... square.tga
http://mookie.mksvx.com/materialsrc/imp ... square.xcf

As I think about it though, a few loose rocks, bricks, or bottles might be better. This phantom crate is looking weird to me so far.
"When you mess up, it makes me feel better about me." -- Vince Masuka
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Re: de_desolation near finished (new screens May 24th)

Postby [JFG]Propaganda on Tue Jun 01, 2010 7:45 am

Not sure why but I am getting world reflection on my skybox water, anyone have ideas on why and how to fix?

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