emp_echelon cooperation

Discussion in 'Mapping' started by Silk, Feb 24, 2013.

  1. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    So I did work a bit more on the whole crate thing. Now I got my stuff set up, that I should be able to practically instantly texture any model like this.
    [​IMG]
    This has a texture resolution of 2k.
    And here the same thing with a resolution of ye olde 512.
    [​IMG]

    And since somebody had concerns about performance, the current model has 1932 triangles. That could be lowered even more, if we want.

    Next up for me is making the same kind of material for the NF look.
    And then I already had a design for a two-handed BE shotgun in mind...
     
  2. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    ... why more crates? Can't we get more creative things? Its not like you didn't do a good job because, you did. I just mean we could really use more things we don't already have. If you just did this as something to "cut your teeth on". That is understandable as creating fairly strait forward designs such as these crates are easier then other things to start with.
     
  3. flasche

    flasche Member Staff Member Moderator

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    so firewarrior, if i throw unwrapped models at you, you could just select materials and bake texture maps or am i getting it wrong?

    [​IMG]
    360° video if its not too slow to dld (probably better rightclick and dld)
    (WIP, the missiles still have several thousand polies per piece and they float in thin air - also it will be able to retract)

    also misfire, this is cycles now and its faster by a factor of 10 at least. hdri lighting would take forever with blender render, this took only a few seconds per frame on my GPU with 256 iterations.
     
    Last edited: Mar 17, 2014
  4. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    that.... that looks great flasche!
     
  5. flasche

    flasche Member Staff Member Moderator

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    IBL makes everything look great ^^

    only thing is that it increases render time dramatically, i could have rendered it at dunno 1-2s per frame - it took like 14s because you need way more light samples - and its 400 single images (60fps bc its moving and i hate smearing CGI images), so it took me 14s*400frames/3600~= 1.5h to render. but anyway, still faster then blender render ...

    conclusio? i need a render farm ...
     
    Last edited: Mar 17, 2014
  6. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    You are lucky, because you probably have an nVidia card. I don't, so no CUDA support for me. Means you can easily multiply the render time by 12...
    And yes I can generate textures for it, but I would like to see some changes on the model. At the moment there is not real data connection between the base and the launcher. A targeting mechanism is also missing.

    And Viroman, I picked such simple models, because they are fairly easy and fast to model and still give me all possible surface properties. There is a reason why textures and materials get previewed on cubes and spheres. And since nobody gave me any kind of list on what is needed, I just go with what I have ideas for.
     
  7. flasche

    flasche Member Staff Member Moderator

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    lucky me i guess, when i bought it i had much in mind but not using cuda.

    as for data connection obviously its WIFI ...

    ... no, just kidding - i thought about cables but no, if id build such thing id build them inisde the steel cylinders with slip rings and brushes. youll have more wear but its safer if shit goes rough.
    targeting is probably centralized as its part of the base defenses. i might reuse the base and build a radar dish on it as part of that.

    but i want to break up symetry more too, guess thats the reason? i rather do something with the base. as its going to be retractable (for autonomous reloading) theres going to be hydraulics so there might be pipes, exhaust vents and a maintainance hatch (or two).
     
  8. Silk

    Silk Mapper

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    Either that or add a LOD level.

    It's not that I don't like the detail, cause I absolutely adore it, but performance has always been an issue for quite a sizable group within Empires (we seem to attract players that only want to use 6 year old computers or above). With LOD(s) we can have that amazing detail up close while at the same time improve the average performance. Or at least improve detail without being more demanding in general.

    Can we see how many triangles a model in Hammer has somewhere? I'd like to know how many the current boxes have.

    Edit:
    A few more days and area 2 will be complete. It's already looking quite good ... definitely my best brushwork yet
    https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 10 2014/2014-03-17_00001.jpg
    https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 10 2014/2014-03-17_00002.jpg
     
    Last edited: Mar 17, 2014
  9. flasche

    flasche Member Staff Member Moderator

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    you probably can in hlmv
     
  10. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    I vote silk for new title as, Best Mapper.
     
  11. flasche

    flasche Member Staff Member Moderator

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    looks great ...
     
  12. Lazybum

    Lazybum :D Staff Member Moderator

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    Something I noticed about this map is that you could just section off chunks of it and have decent maps. The fact you get them to blend together is pretty cool.

    PS. I really want to play this, when do you think there will be enough for a play test?
     
  13. Silk

    Silk Mapper

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    The base is the biggest area, which will require a lot of time. However i suppose i could make a version with a minibase for playtests.

    Depending on engine limits, the base may have to be smaller than planned anyway, but we'll see.

    Latest link (includes - most - materials, the mapsource AND the bsp so everyone can check it out ingame):
    https://dl.dropboxusercontent.com/u/234836/mapping/emp_echelon/Mar 10 2014/emp_echelon mar17.rar
    This version has it's optimizations disabled

    Don't expect too much of the gameplay btw, the first versions will suck badly. Playtesting will be very necessary
     
  14. flasche

    flasche Member Staff Member Moderator

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    since the test version of empires works without voodoo i ran around on it a bit. i know its all WIP still and that you probably know about most things.

    https://www.dropbox.com/sh/pbajn1g30zavbh7/XSm3dDwnpI

    1. turret can be built inside geometry, maybe nobuild?
    2. can jump-prone into the loophole. also the edge is way too sharp.
    3. can get ontop the door and probably repair - though i havnt tried. but might not be that big of a problem since you wont be able to decalc the doors until you have the base, only options are the sides. this could make for a huge gameplay problem later though - careful!
    4. just some suggestion, make the right crate small so you can jump-duck up there
    5. the abruptly ending path is irritating, maybe make it broken if its just to cut the passageway
    6. displacement isnt aligned
    7. same, different angle
    8. yeah its not final i know
    9. i got over the tanktraps by aiming for the sharp side and go full speed. 2nd try.
    10. apart of that the decal blends to the floor, make it climbable ;)
    11. find the turret. if itd be a lvl3 it might be a pita - even a ml. will need playerclips later.
    12. this is confusing and it takes ages to get up

    also the beach area right infront the base has very little cover, it might get close to impossible to get up there.

    apart from that, the map really is fucking huge - too fucking huge maybe*. it took me 7.5minutes to run from start to finish touching all flag areas. i might not have taken the shortest path, but not the most idiotic either. i made a single stop to debuild that bunker-wall piece since i thought its still shorter then running around. but the end is missing completely so its probably too short - anyways - i wasnt under fire, i could freely move, if youd consider that youd have to actually fight to get from flag to flag, a round could easily last an hour or two - especially if you keep it at this level of detail (and dare you lowering it unless its for purely technical reasons).

    as impressive as the total height difference might look, id suggest you scrap half of the road uphill. at least as part of the playable map area. the main base itself is larger (especially wider) then half of crossroads. in total the map is probably 4 times xroads, plus its wider and the distances between passages are quite large, especially after the beach base, but those areas are also the ones which are still in early stage, so its really hard to tell.

    *i remember mayama once said that the more complex empires maps would be the less theyd work - chris didnt listen and king.

    edit:
    because i said nothing positive, you've outdone yourself ... again. this well has potential to become the visually best empires map by far.
     
    Last edited: Mar 19, 2014
  15. Silk

    Silk Mapper

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    Haha we'll have to see how it turns out.

    I was aware of everything except 6 and 7, so that's fixed now.
    Everything else, eventhough it's mostly stuff I just haven't started working on yet, is always good to have listed somewhere for when I do. So keep those images online for a while ;)

    As far balancing and gameplay like the beach area cover, size, distance, tunnel distance, base size, ...

    A lot of that can be solved with playtest feedback.
    If it takes too long to capture all flags, I just have to give the attacking team (much) more vehicles, which go way faster than you do on foot (and you can spawn in the apc's). I can also lower barricade health, have the defenders spawn a little further away or the attackers closer by. Adding cheap cover is also easy should it be necessary, but since it's a beachlanding map I actually want the attackers to be slaughtered. Playtesting should find a sweet spot were the (infantry) attackers feel like getting slaughtered while actually the team as a whole advances at a decent speed because of their vehicles. The aim btw is to have vehicles limited not by resources but by setting a max amount. Resources would be unlimited.

    The tunnel is just a placeholder. Both the infantry tunnel and vehicle tunnel are there exactly because I didn't want the players to have to fight on the entire cliffroad. This way only the 4 lowest and shortest (of 8) roads have to be conquered by infantry (plus the top road leading to the base gate for vehicles) to gain access to the base. The infantry tunnel however will become a real infantry battle area, not just a tunnel. It's just there in this shape so at least it could be used. To top road will get defenses and cover for people spawning there in apc's.

    The base will most likely get smaller. Not just for better gameplay, but for engine limitations as well.

    But sure, I'm concerned about a lot of things. If vehicles are the only sure way to get to area 2, infantry will spawn close to the destroyed gate, and every other part of the map in that area could be nearly unused.

    But we'll see ^^
     
    Last edited: Mar 19, 2014
  16. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Quick heads-up, GraphicsStock is doing a 7-day free downloading period, 20/day. Lots of textures to use there.

    EDIT: Interesting stuff:
    http://www.graphicstock.com/stock-image/metal-diamond-pattern-2-texture.html
    http://www.graphicstock.com/stock-image/texture-of-rusty-metal-background.html
    http://www.graphicstock.com/stock-image/monochromatic-honeycomb-seamless-pattern-background.html
    http://www.graphicstock.com/stock-image/dirt-and-mud-cracked-5-texture.html
    http://www.graphicstock.com/stock-image/old-wooden-textured-background.html (Vector)
    (RELEVANT FOR PERSONAL INERESTS) http://www.graphicstock.com/stock-image/seamless-wallpaper-with-colorful-silhouettes-cats.html (vector)
    http://www.graphicstock.com/stock-image/vector-wood-parquet-floor.html (vector)
    http://www.graphicstock.com/stock-image/wooden-texture-background.html (vector)
    http://www.graphicstock.com/stock-image/vector-set-of-monochrome-blocks-backgrounds.html (vector)
    http://www.graphicstock.com/stock-image/background-of-wooden-parquet.html (vector)
    http://www.graphicstock.com/stock-image/grey-old-wooden-texture.html (vector)
    (RAINBOW ROAD WOOD) http://www.graphicstock.com/stock-image/old-wooden-texture-in-pastel-tones.html (vector)
    http://www.graphicstock.com/stock-image/old-wooden-texture-49026.html (vector)
    http://www.graphicstock.com/stock-image/vector-old-wooden-texture.html (vector)
    http://www.graphicstock.com/stock-image/old-wooden-texture.html (vector)
    http://www.graphicstock.com/stock-image/abstract-leather-fiber-texture-seamless-pattern-vector.html (vector)http://www.graphicstock.com/stock-image/grey-wood-parquet.html (vector)
    http://www.graphicstock.com/stock-image/background-of-wooden-grey-parquet.html (vector)
     
    Last edited: Mar 21, 2014
  17. LordDz_2

    LordDz_2 Strange things happens here

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    Can we make a dropbox folder or something, download everything and spam it there? I see several textures that would be useful for maps.
     
  18. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Send me the downloaded files, I'll put them on www.raegquit.com/beerdude26
     
  19. Silk

    Silk Mapper

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    That would've been awesome if the site didn't ask for my credit card information.
    Me not give.

    I wish Empires had a subscription to cgtextures.com I coud use, they have everything I'd ever need

    Also: I'm making some drastic changes to the map, I think Flasche would be very happy with most of them.
    Could be some time before I can show anything about it though
     
  20. Silk

    Silk Mapper

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