Screenshots

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Creavion
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Re: Screenshots

Post by Creavion »

papercoffee wrote:You don't have to use 'em ...I wanted your expertise.
They are meant for KingJosh.
I was confused for being quoted you know.

http://lvlworld.com/review.php?id=2023

Thats a rather big collection of skybox sets.
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FraGnBraG
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Re: Screenshots

Post by FraGnBraG »

this is very promising KJ... it's good you have a sense of humor :) You really need to fix this skybox business - skybox textures (the terragen cube-map type) are really a waste if you 're not using them correctly. This is easy to fix:

Take five minutes and do this little tutorial:

Let's say you have a skybox texture set 512x512 x 6 images
You can import them into MyLevel.

1. make a 512x512x512 subtracted cube for the skybox - build -
2. place the textures north south east west sides (the easy ones first)
3. place the top an bottom and rotate them until they match exactly the sides top and bottom edges
4. move your camera to the exact center of the box and look at the corners - you will likely see lines
5. using texture properties increase the texture size "Simple" of each surface to (example 1.02)
6. pan each surface until the "line" starts to disappear - you may have to repeat this small inrease a few
times to get it looking right (and it won't ever be perfect, but it can be close)
7. now set each surface to UNLIT.
8. place a skyzone actor EXACTLY in the center of the cube X,Y,Z. - build
9. make a room with fake backdrop unlit surfaces add a player start
10. open level properties, go to ZoneLight, expand - set Brightness to (start with 20)
11. next, study the skybox images (either with eyes or photoshop) and find the complimentary hue/sat value.
What I mean here, is there is a color that matches nicely with the colors in the pallette of the skybox "set"
For those winter mountains, or tyically dusk time of day, greyLight is the best place to start. That is 160hue 150sat.
Adjust the sat up or down to deepen or lighten the color. For example, when it gets dark outside (dusk) the ambient light
starts to look more "blue" so for evening, you would lower the saturation value (example maybe 120 is what you want - try it :)
If closer to brighter daylight, increase saturation to 160+ etc etc. Add a few regular lights into the map (color them if you like, but keep the radius small and put them nearer the ground - say 128 uu or so with a radius of 25. rebuild.
12. play the map
13. observe how the light casts in your map, or on other bsp objects, and how it matches the skybox..
14. play with the ambient settings as you add lights to your map and (usually) you adjust the brightness down to around 10 or so depending on how many lights and the radii etc as you build your level.

Thats basically it - you will still have the "edge of the map transition" to deal with, but there's lots of ways to create the illusion of a terrain with distance, and prevent the player from seeing the skybox from the edge of the map.

Hope you try this - cause this map you're making now can be a nice peice of work if you take care of all of the basic things :)

Cheers
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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Re: Screenshots

Post by papercoffee »

@ FnB ... Image really great.
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Creavion
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Re: Screenshots

Post by Creavion »

Should be copied into a seperate tutorial thread.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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Re: Screenshots

Post by papercoffee »

SzGergo
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Re: Screenshots

Post by SzGergo »

FraGnBraG wrote:5. using texture properties increase the texture size "Simple" of each surface to (example 1.02)
note if you observe carefuly, you still will be able to see some slightly seams at the edges.

i have a nice trick to make completely seamless edges:

1. using terragen, generate 510*510 textures.
2. open photoshop or such
3. set the size of the canvas to 512*512 image anchored to the midle. you will have each side of the image an empty row and column of pixels.
4. copy the 1 pixel wide edges of the texture to the empty 1 pixel wide areas, so basically extend the edges of the texture to get an 512*512 map.

5. create an 510*510*510 cube room in the Ued.
6. import and place these textures.
7. now pan these textures by 1 unit right and down, so the duplictaed rows at the edges will be off the 510*510 plane, as the 512*512 texture will be at the center of your 510*510 wall.
8. place skyzone actor to the middle.
9. enjoy
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Re: Screenshots

Post by dixEEh »

CTF-Sanctum mid arena.
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CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
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Re: Screenshots

Post by GenMoKai »

Hmmm looks intresting... for some reason... your name sounds familiar (and your from the netherlands)
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Re: Screenshots

Post by FraGnBraG »

nice and quake :) imo the square windows - shallow arch the tops... the turrets - raise the hight so they stick up over the wall edge... i know it's wip, but some bits of "cover stuff" in open floor areas for better jousting... very nice coloring and feel so far :)
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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Re: Screenshots

Post by dixEEh »

GeMoKai.. that can be ;) because i used to sit here under the name of dxeh / dxej. and used to play under {WINGS}_SepulturA,, just reregisterd to fit my map-artist-name ;P...

@Fragnbrag. you mean towering the roofs of the towers just to add some dimension to the layout. so it doesn't look that flat.. ;) ofc. i'll do..

currently working out the bot-pathing to be as good as possible on this map. and forcing the bots to use multiple ways to the flag, and not the shortest..

Expect to release this one in a month... (hopefully).. will post up an beta asap..,
BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
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Re: Screenshots

Post by papercoffee »

I look for a map equal to CTF-EpicBoy ...I love this map.
Will your map be more a close-range map?
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Re: Screenshots

Post by dixEEh »

I would say medium-range..
Its slightly inspired by ctf-brokenlimits...
BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
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Re: Screenshots

Post by GenMoKai »

dixEEh wrote:GeMoKai.. that can be ;) because i used to sit here under the name of dxeh / dxej. and used to play under {WINGS}_SepulturA,, just reregisterd to fit my map-artist-name ;P...
Explains enough :)
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Re: Screenshots

Post by dixEEh »

So i've made some screenshots of the red side of the map. This is basicly the layout of the map, and blue side is mostly the same...
Bot pathing is currently good, and bots are able to reach the harder spots like the shieldbelt using translocator or even a impact hammer jump (lol).
Map has several defense points were bots will stand to defend. (duh).
Map has some high velocity elivators in the map that give another dimention to the gameplay, so it ain't only ground battle, but also air battle when players are using the elivators to gain height using lift-jumps ;D

I'm not realy pleased with the weapon placement at this moment. deu i find it quite to much...
Currently containing the following weapons & powerups. Rocket, Shock, Mini, Flak, Bio, Pulse, Sniper. Shieltbelt, Shielt, Tight Pad, and U damage...
Im not sure yet wether the weapons will remain on the current positions or will be moved around for an better equalizition..

I hope i gave enough info to get the feeling about what is comming up.
And some suggestions about good weapon placements are welcome!...

Regards...
screens are made in FOV 120...
I see that the images are sliced automatically, so view the full size using the links in the following codebox...

Code: Select all

http://www.team-wd.com/screenshots/base.jpg
http://www.team-wd.com/screenshots/belt.jpg
http://www.team-wd.com/screenshots/rocket.jpg
http://www.team-wd.com/screenshots/sniper.jpg
http://www.team-wd.com/screenshots/pit.jpg
http://www.team-wd.com/screenshots/pulse.jpg
http://www.team-wd.com/screenshots/flak.jpg
http://www.team-wd.com/screenshots/yard.jpg
http://www.team-wd.com/screenshots/mid1.jpg
http://www.team-wd.com/screenshots/mid2.jpg
http://www.team-wd.com/screenshots/secret.jpg
Main flag base
Image
Left route, containing shieldbelt
Image
right route, rocket launcher and tight pads
Image
middle top, defense spot inside the base. sniper.
Image
left route, pit with big health, and rocket launcher.(and maybe even more!!)
Image
left route, staircase with pulse heading to middle of map.
Image
right route, flak cannon heading to middle of map.
Image
main entrance of the red base
Image
middle of the map overview.
Image
middle of the map overviewing red entrance
Image
secret, wich can be reached using patient... (hint)
Image
BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
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papercoffee
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Re: Screenshots

Post by papercoffee »

And for every one Who don't want to copy the links and use already Firefox ...click right mouse button and select "show graphic" to see those huge pictures in full screen.

Next time try to make this pictures a little bit smaller.
To the map ...nice progress.
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