ChBgt909 has contributed to 668 posts out of 441970 total posts
(.15%) in 649 days (1.03 posts per day).
20 Most recent posts:
Well guys i made a decision.
As i said in some previous posts, my laptop isn't strong enough to handle very high poly models, with these new changes i'm doing i feel like my laptop is gonna explode at any minute lol
So i decided to keep the bsp as i currently have it in game, that means without the new boulders i showed in the last page, i will just add the vehicles, weapons, game flags, a new HD biped, the new sky model, and then the map will be ready to be uploaded.
However, that doesn't mean that my work on that map will be finished, i've been short on time that's why i haven't been working on the map lately, BUT, i don't want to keep you waiting guys, so i decided to make this release a V1, i might get a new laptop or even a desktop computer with better video card and processor, if that's the case, then i will be making a V2, with more modifications to the bsp, as well as many other visual improvements, my limitation is my laptop right now unfortunately.
Counting the actual time that i worked on this map, i could say that i invested 1 month and a half to complete it from scratch, so yeah, it wasn't that much, but boy it was one hell of a time lol, so i REALLY hope you enjoy playing this map as much as i did creating it! it was really difficult to me to make this map look like this, so yeah hehe. I will keep updating this thread in case something happens
Oh, and one more thing, i still haven't decided on the name the map will have xD
some ideas would be appreciated, just remember one thing, i still have to make the sky so i have to remind you that this will be inside a shield world :-)
Edited by ChBgt909 on Jun 9, 2013 at 04:34 PM
Well i'm just taking a moment to say that i'm busy with some stuff right now so i'm not working with the map right now, i might have updates until next week.
in the mean time, i want to make a request, can somebody find me a good-looking turret? (by that i mean with HD textures and model)
it can be either human or covenant, i will appreciate if you help me out with that :-)
Quote: --- Original message by: edasert
any first person pictures?
It's this same thread but in previous pages, just scroll down in that link and you'll find many
Edited by ChBgt909 on May 29, 2013 at 04:58 PM
Quote: --- Original message by: R93_Sniper
Looking at your previous picture, it says you're using only 27k tris, which isnt a lot at all. If your laptop cant really handle that, then i'm willing to assume that all the errors that you were talking about concerning dissapearing faces and whatnot was probably on the fault of your laptop, not your map. Hopefully that IS the case, and there arent any extra issues.
Agreeably, the rocks do have a bit of odd shaping, so im glad that you're changing them up.
Side Note: Maybe you should have a preliminary play-test to see how your map plays out in a bare-bones type of way. It might give you some ideas on how to fix certain aspects of the map or add in extra stuff if you feel so inclined. Up to you though
I never said anything about disappearing faces man, i said that my laptop slows down and get overheated because of the amount of polygons my map has, my laptop doesn't have an spectacular video card, it can't handle this much information, i got this map in the actual game since the first time i compiled it (i never got any open edges or "couldn't update edges" errors at all)
and yeah, i will change the rocks (i also think they look odd) but i will take a look at it later, but your suggestions are appreciated thanks :)
Quote: --- Original message by: stunt_man
Assault rifle works fine for me
I'm really having second thoughts about making a classic version, could you give me the ip of your server(s)?
i want to see how your server is to see if i should take the time to make a classic version
Quote: --- Original message by: xnx
First large plateau sure, and same with the small flat one in the last pic. They look fine, though I'd think the first one should be shorter that way you can jump on top of it, or at least build a cave so you can easily walk through it. This would match the rocks right next to it.
HOWEVER, the cluster of the three turtle-shell-ish rocks ruined the map for me. Everything you have going on right now looks killer, but those three rocks kindof made me cringe.
Also, what happened to the little mini-base thing? It's missing in the second pic. I hope you don't plan on removing it, I loved that little guy.
Alright i will change the geometry of the rocks, not a big deal anyways, more updates on that later
the mini base is there, i just isolated the main terrain to be able to work without lag, as i said before, my laptop is having problems handling too many polygons
you should send the bsp to someone else, a good mapper or someone you trust, so it can be finished, you spent time on that model, so you shouldn't just throw it away like that (just my opinion, it's your decision after all)
Well these are the modifications i have so far... do you like it?
I've decided to go back to the bsp and add some more things to the terrain, right now i'm adding more rocks, so the terrain is not so plain and i can add more foliage (it will look much better with a lot of trees and plants around)
And i also have a questions for you guys... would you like me to change the cliff wall texture from all the walls and use one with better resolution as well as giving more variation to it?
It'd be going back to every single cliff wall texture (there are like 20) but it'd make the map look even better
And i'm still working on the lighting, i'm still improving my skills on both aether and mental ray
Quote: --- Original message by: Jesse
I wish I had something to show off :(
me too :(
Quote: --- Original message by: R93_Sniper
Portaling should fix anything dealing with dissapearing stuff. Adding some light distance fog might help too
portals won't help in this case, an scenario always has an object limit, if you exceed it, many issues like the ones i listed in my previous post happen, there's nothing i can do about it (did i mention that my map already have portals? many clusters actually)...
as for the distance fog, i though that bluish atmosphere fog color was noticeable, adding more fog would be difficult, unless i add some kind of mask on the bsp itself like i did with the clouds
Edited by ChBgt909 on May 23, 2013 at 12:16 AM
Quote: --- Original message by: SilentJacket
more brush and vines? :s
I've always wondered what separated CE maps from that of any other game, from what I can tell, there is just simply more detail in the map, anyway to replicate that through some clever portaling/texturing?
i tried to add more objects like trees, bushes and stuff, but not only i had issues with lag, but the engine itself has a limit of objects per bsp. i got this problems when i exceeded the limit:
- the player disappearing when getting out of a vehicle
- all the weapons disappear, as well as some smaller objects, etc
so yeah, even if i want to, i can't add more objects... in fact, i had to remove some more because of those problems i listed above
oh, and those are all the details i'm capable of adding, i could try to add more, but my laptop is having a tough time handling the amount of polygons my bsp has right now, so i can't :(
Edited by ChBgt909 on May 22, 2013 at 10:43 PM
Quote: --- Original message by: EvilMindsGFX
I've ran into this many times...
What are you doing radiosity with? Sapien, tool, etc.
it doesn't change a thing, when i got this error, it was with both tool and sapien's radiosity
this problem i got was because of the shadow quality of most of my shaders... but it can also be for the amount of objects, lights, or even complexity of the bsp (more complex the bsp is, more lights and shadows you get)
give it a try man (assuming you haven't) lower the detail level of some bsp shaders or do what i said in my previous post :)
messed up uv's can't be the problem, if they were you wouldn't be able to run radiosity nor tool's lightmaps, it would show a different kind of error
Edited by ChBgt909 on May 22, 2013 at 08:30 PM
Quote: --- Original message by: Mootjuh
Tool, I've been told that I have too much tags in my tags directory, running a clean install now.
EDIT: No luck, still the same problem even with a clean tags folder.
And the UVs are fine, I made sure that they were.
Edited by Mootjuh on May 16, 2013 at 08:42 AM
i got this same problem with the map i'm working on, i managed to fix it tho...
the problem i had is that my map was too big, and most of the shaders had "high" parameterization detail level (you know... to get shadows with good quality), so, what i did was go back to the bsp in 3ds max, and give to some unneeded surfaces, a copy of the same shader but using low or turd detail level
in short, you can either give to many of your shaders a lower detail level for radiosity or make low quality versions of some of your shaders and apply them to the areas where hd lighting is not necessary.
Quote: --- Original message by: killzone64
that is extremely impressive. now let someone sauce it and it will look almost like reach
it could be better, i actually wanted to make most of the rocks part of the bsp, however, my laptop is having problems handling too many polygons, even tho i divided the bsp in many parts :-(
i think i'm gonna change the placement of many of the objects and i still have to make the lighting with aether (still practicing tho)
Edited by ChBgt909 on May 21, 2013 at 10:17 PM
Quote: --- Original message by: Danger_zone_98
Wow, looking great so far, but I think the sky could be a bit less blue? Just me.
that sky is just a placeholder, read previous pages so you can see what kind of sky i'm gonna make :-)
Population of the bsp as well as the generic lighting with radiosity
i still have to add the vehicles, weapons, and detail objects properly, and i'm still working on the lighting using aether
(i can't add more objects, because it leads to issues when you are playing, like players disappearing when they get inside vehicles as well as other rendering problems)
Edited by ChBgt909 on May 21, 2013 at 09:57 PM
- Sniper Canyon Redux
- Soli Deo Gloria
- Firefight Descent
- H3 Valhalla
- Library Final
I wanted to put "H3 Core" and "H3 Imposing V2" or "Imposing" but i made those so they don't count lol
amazing release thanks guys :D
Quote: --- Original message by: DSalimander
Everything is so smooth. EVERYTHING.
haha thanks! :D
i still have to use aether for the lighting, make some improvements to the bsp and shaders... more polishing in other words, not the mention the sky model i have in mind (shield world, for those who don't remember) ;-)
Edited by ChBgt909 on May 10, 2013 at 09:48 PM
my tagset stays the same, OH, and i'm still working on the lighting of the map, pics of that will be shown later
I already populated the bsp, and made some flat rocks
Edited by ChBgt909 on May 10, 2013 at 09:37 PM