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User avatar   Uber Modder Uber ModderMember since: 30.10.2007, 04:15Posts: 1407 Likes: 0
 

 Post Topic: [WIP] How the Desert Misses the Rain
PostPosted 04.11.2007, 07:50 
:baby:So I decided to try and make a desert map using the limited textures/materials at my disposal in the demo.

I am kind of using this as a way to learn Sandbox 2, while still making a good quality map.

All I have focused up to this point is texturing/hightmap/terrain/vegitation. I plan to add voxels for overhangs, and other stuff as well for extra detail next. Then I will start adding things liek clouds, before actually starting the level design (which i where I might have more than a good share of bumps with :tongue:)

The hightmap was generated using GeoControl, and then importing it in SB2. What a fabulous program! I really like the results. I could probibly be able to achive higher quality and more realistic looking terrain if I went in afterwords and really worked at terrain creation with brushes and what-not, but at this stage of skill, that would of been overkill for me :)

I tried to make everything seem natural in deisgn, and each texture job have it's purpose and "personality" for being there, to make it have more sense in a visual way.

The biggest challenge for me was trying to get details in somthing so plain as a desert. I only have about 4-5 or so different texture layers, yet it took over 10 minutes to generate the surface textures due to how much/different I used each of them

The weed at the bottom of the cliffs, leaching what little water and nutrients the soil gets dry

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Overhead view of the rock cliffs

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Looking at Brown Mesa in the morning hours

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On top of Brown Mesa in the morning

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Weeds growing up Brown Mesa and leeching it dry at high noon

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Night Vision is usefull/wanted during night!

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Without night vision

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Skydive overview of the whole area at night in night-vision

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Current Issues:

Can't get my material settings to save. I tweaked the materials for both of my rock textures to make them look less buggy up-close shader wise. However, when I save+restart, although everything else is fine, my shader settings I set these two materials for reset back to the buggy-close-up defaults. Any help?


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User avatar   24/7 Modder 24/7 ModderMember since: 12.04.2007, 16:51Posts: 3271 Likes: 2
 

 Post Topic: RE: [WIP] How the Desert Misses the Rain
PostPosted 04.11.2007, 09:47 
my guess its the editor.. you cant even duplicate the materials... they are read only
try placing those objects in a layer called (MatObjects) and see if it works ?(

oh btw the map looks nice..


Last edited by VengenceBot on 04.11.2007, 09:48, edited 2 times in total.
User avatar   Uber Modder Uber ModderMember since: 30.10.2007, 04:15Posts: 1407 Likes: 0
 

 Post Topic:
PostPosted 04.11.2007, 16:57 
What objects? You mean place the materials? How do I do that? I'm talking about the materials painted on the terrain for the rock :P


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User avatar   Uber Modder Uber ModderMember since: 30.10.2007, 04:15Posts: 1407 Likes: 0
 

 Post Topic:
PostPosted 10.11.2007, 05:42 
Update!

The local military village's shooting range:

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Inside the recreation/work shack at night:

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The village at dawn:

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Inside one of the cave's that lead to to the top of the mesa:

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Looking up one of the long shafts to the surface:

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Currently Fiddling with:

Trying to place all my objects/prefabs/ect before it's too late, and that includes all the object detail in the caves, armories, main base, ect...

I might have to just release a "non-playable" finished version for the demo, and finish the map in it's entirety after release.

Also, I plan to add VisArea's and Portals to the caves, once i figure out how they work and how to do it in the first place. That way, I can make the caves completely dependant on secondary light sources instead of ambient light.


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User avatar   Trained Modder Trained ModderMember since: 01.11.2007, 02:52Posts: 270 Likes: 0
 

 Post Topic:
PostPosted 10.11.2007, 06:00 
Very cool man. I especially like the whole night ambience.
  Beginner BeginnerMember since: 05.01.2008, 18:01Posts: 11Location: Evanston, IL Likes: 0
 

 Post Topic:
PostPosted 07.01.2008, 06:20 
Wow, awesome.

This could almost be a Mission to Mars mod, you kow, if the shooting gallery wasn't there I mean.


Last edited by jonnyfilmboy on 07.01.2008, 06:21, edited 1 time in total.
User avatar   Uber Modder Uber ModderMember since: 06.01.2008, 20:55Posts: 1514 Likes: 0
 

 Post Topic:
PostPosted 07.01.2008, 19:26 
sorry.. iam very new :D ahm could you tell me what "WIP" means? or is it VIP ?


:P - Best Version of (: P) Smiley Ever!
User avatar   24/7 Modder 24/7 ModderMember since: 22.11.2007, 17:08Posts: 4907Location: Switzerland Likes: 0
 

 Post Topic:
PostPosted 07.01.2008, 19:47 
Work In Progress, you can understand it by reading the description ;)

Anyway it seems that these textures are too stretched...


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