[L4D2] Dniepr - The End

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[L4D2] Dniepr - The End

Postby bendix8 on Mon Sep 10, 2012 12:59 pm

Hi all. :D

You can see some screenshots from the last Dniepr Level! This level is [Work In Progress]!

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Don't Hesitate to comment!! :D
thanks. ;)
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Re: [L4D2] Dniepr - The End

Postby Ich 666 on Mon Sep 10, 2012 6:57 pm

Almost film-like lighting :O I really like all of them, in the 4th picture the background could be a bit brighter, it looks a bit unrealistic as it is now. I really want to play it!
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Re: [L4D2] Dniepr - The End

Postby Chrille on Mon Sep 10, 2012 8:13 pm

The roads and sidewalks in the fourth screenshot look awfully quadratic though

The corners, that is
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Re: [L4D2] Dniepr - The End

Postby nub on Tue Sep 11, 2012 6:02 am

Very good lighting and textures.

Regarding the roads in the fourth screen. They definitely appear to be very square. That makes sense for intersections, but for left/right corners, they should probably be curved. Square sidewalks are fine, though. Of course, you'd want to curve the sidewalk if you're going to curve the roads. Curved roads are a bit of a challenge in Source, honestly. Especially if you want the textures to look seamless. It's very possible with an ancient tool called Dispgen, but the corners would be made out of displacements.
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Re: [L4D2] Dniepr - The End

Postby joe_rogers_11155 on Tue Sep 11, 2012 3:38 pm

you can turn the roads with displacements or search for the "making curves in cliffs and roads" tutorial on interlopers (might have a different name), which does a great job of teaching that technique. it takes a bit of time to first learn it but once you do, you can develop a good flow for the construction and modification of the curved roads.
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Re: [L4D2] Dniepr - The End

Postby nub on Tue Sep 11, 2012 7:39 pm

joe_rogers_11155 wrote:you can turn the roads with displacements or search for the "making curves in cliffs and roads" tutorial on interlopers (might have a different name), which does a great job of teaching that technique. it takes a bit of time to first learn it but once you do, you can develop a good flow for the construction and modification of the curved roads.


That tutorial is good, but it's time consuming and the textures never come out seamless. You can even see it in the pictures in the tutorial. The road lines never line up properly.

I mentioned Dispgen before, but I totally forgot about the much newer and better Twister tool (download here). You can put in Hammer unit measurements and generate a perfect curve via displacements. You can choose the displacement power too (2, 3, or 4) for a higher resolution mesh. Textures applied to the curve are perfectly seamless and can be stretched how you wish. Observe this picture:

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You can use the clipping tool to make the displacement mesh even more detailed (and it can also be used to control how the texture fits on the displacement). You can even make the curve sloped via vertex manipulation, and it's much easier and faster than manipulating the vertexes on a triangulated arch primitive. It's just...better in my opinion.

It would be somewhat tedious to integrate it in to your map properly, but Twister can also generate edges for your curves so you don't have to manually create them via brushes.
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