Ven_dawn(WIP)

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Ven_dawn(WIP)

Postby Eyefunk on Wed Oct 13, 2010 3:04 am

A quick map for my upcoming (meaning like, 2 years) mod. The map is not even close to done yet, these are just 2 areas that are going to be in the map. So far, progress is going very well. :D

Oh, and one more thing. I am from Facepunch, so thats kind of why I am new here. I was looking around for good forums and I found this epic one.

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Oh and some of the pictures are old, I just used them to show other areas.
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Re: Ven_dawn(WIP)

Postby MáØ on Wed Oct 13, 2010 3:41 am

Well, the ep2-esc pics are really bland and could use some detail passes etc, look at the valve ep2 maps for reference.

Besides that the ones that have colour correction and whatnot look AMAZING imo, a little blockish in parts but all in all very nice.
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Re: Ven_dawn(WIP)

Postby Eyefunk on Wed Oct 13, 2010 4:46 am

Thanks for the feedback! Im actually kind of new at mapping, only have been mapping for about 6 months. I've never released anything yet, should I finish this and actually release it? I cant find a single theme to stick to either...
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Re: Ven_dawn(WIP)

Postby Ark11 on Wed Oct 13, 2010 8:56 am

Awesome, is your mod a singleplayer or multiplayer game?
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Re: Ven_dawn(WIP)

Postby Gary on Wed Oct 13, 2010 10:04 am

I pretty much agree with Mao; more detail props and less lego shape.
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Re: Ven_dawn(WIP)

Postby Mess on Wed Oct 13, 2010 10:20 am

make that broken roof into a displacement and tweak it to look alot less jagged
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Re: Ven_dawn(WIP)

Postby Fedora on Wed Oct 13, 2010 6:00 pm

agree with what the others said. also :? at the fuxored detail sprites. They're cutting off in a map/mod I'm working on too. What causes that?
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Re: Ven_dawn(WIP)

Postby Eyefunk on Wed Oct 13, 2010 10:21 pm

Really crappy valve textures. Oh, and what do you guys mean by more detail? Like on the ground or in the mountains?
Is this what you mean?

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Re: Ven_dawn(WIP)

Postby MáØ on Wed Oct 13, 2010 10:51 pm

Better, but I feel your displacements are too... sharp, when I see that river I feel it should be a shallow creek based on its width. Otherwise looking better, use some different trees tho, there are 10 stock valve trees from episode two, plus the ones from half-life 2 (use skin one of the different skins with red leaves that is included, put a leaf overlay under the trees) so there is no reason to use just one model.
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Re: Ven_dawn(WIP)

Postby Eyefunk on Thu Oct 14, 2010 1:33 am

Okay, but actually I am using about 7 different models, some are shorter, and some have less leaves and such. Cant really see it in the pictures D:
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Re: Ven_dawn(WIP)

Postby Groxkiller585 on Thu Oct 14, 2010 3:04 am

Mao, do you know how the Grand Canyon was made?

Granted that's not a tiny creek but after awhile it made a fairly decent ditch. So let's say this creek is not new, and has been around of awhile. Makes the depth a little more reasonable, though your right on the displacements being too blocky, try making it so there's a little "shore" near the water.

Apart from that it looks pretty cool.
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Re: Ven_dawn(WIP)

Postby Eyefunk on Thu Oct 14, 2010 3:17 am

I had to make them blocky because when I put them on the power of 4, if I step on any displacement the game would crash. I have no clue why, and its not my computers fault D:
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Re: Ven_dawn(WIP)

Postby Groxkiller585 on Fri Oct 15, 2010 1:18 am

Eyefunk wrote:I had to make them blocky because when I put them on the power of 4, if I step on any displacement the game would crash. I have no clue why, and its not my computers fault D:


Then you make the displacements smaller for more detail. since they don't use up alot of resources to draw making them smaller for more accurate shapes shouldn't be an issue.
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Re: Ven_dawn(WIP)

Postby Eyefunk on Fri Oct 15, 2010 4:23 am

Alright, Ill do that. Oh, and I think I made some good detail sprites. Little bit too green, but nothing I can't fix.
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Sorry for bloom rape D:
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Re: Ven_dawn(WIP)

Postby Gary on Fri Oct 15, 2010 5:13 am

I like the bloom, overall I like it.
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