emp_echelon cooperation

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

  1. LordDz_2

    LordDz_2 Strange things happens here

    Messages:
    2,956
    Likes Received:
    93
    Trophy Points:
    0
    So many ideas, so little time ;)
     
  2. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    mhm - especially since its quite time consuming undertakings :(
     
  3. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    So I have a look around a bit.

    What do you guys think of this model for NF (rusty of course and some bits added).

    And then something like this for BE.
     
  4. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    The hovercraft one seems very difficult to make though, but pretty much anything is fine by me. I'm happy as long as there's an area for vehicles to spawn, room for buttons to spawn those vehicles and a seperate area for infantry to spawn (so they don't get pushed by vehicles all the time)

    Not sure if those buttons would have to be part of the model. Can models be made pressable ?
     
  5. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    All that kind of interaction is engine related. my guess would be, that you could model something that represents the button on the model. Then you would have to add some kind of invisible entity on the button, that you could press, in the map tool.
     
  6. LordDz_2

    LordDz_2 Strange things happens here

    Messages:
    2,956
    Likes Received:
    93
    Trophy Points:
    0
    Prop_dynamic with an invisible texture button or door over it.
     
  7. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    you could add a press button animation aswell - but i just managed to compile a bush, who am i to talk ^^
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
  9. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    I wonder if there should be some cover for players to spawn behind. The map fog starts far enough to allow the defenders to shoot all the way to the ships. Then again, would dying just after spawning be a problem for a beachlanding area?
     
  10. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,381
    Likes Received:
    4
    Trophy Points:
    0
  11. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
  12. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,381
    Likes Received:
    4
    Trophy Points:
    0
    honestly... there needs to be more clutter material for mappers to use. These BE boxes are so generic looking. Poor silk just doesn't have much to work with here.

    also silk... it would be cool if you can get into those rooms with the windows and be able to shoot out through the glass while not breaking the glass since that would destroy the hide hole.
     
  13. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    ill throw this into the pot once im done texturing. only back and parts of the front have real textures (its noticeable easy enough, if its looking odd its no foto texture) and theyll most probably change while painting, the rest are just placeholders (also the bansky stencil will be gone in the final version, but since i know about non-destructive image editing, aka layers in photoshop, its no biggie).
    its completely unwrapped though (with 2 uv maps actually, one to apply large scale material textures and the other to bake into a final texture image for the model) and im just doing photoshop work. i assume ill be done the next day or so ...
    also no normalmaps yet, but i have to wait bc i want to bake some of the geometry into normals.

    [​IMG]
     
    Last edited: Mar 10, 2014
  14. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

    Messages:
    9,509
    Likes Received:
    111
    Trophy Points:
    0
    Once those barricades are done, some new crate models would be amazing.
     
  15. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    flasche, you might also want to add a specular and maybe even a gloss map. I don't want to see another set of models looking as if they would be covered in nail polish. ;P
    You can simply convert your diffuse texture to grayscale, that works most of the time, but you can go into more detail of course.
     
  16. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    does source support gloss maps? ill add a spec map deffinately but ill keep it very low, i hate when models look wet ...
     
  17. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    So I heard you guys like new crates...
    [​IMG]

    -WIP
    -took me just this afternoon
    -new model
    -new texture (2k in view)
    -procedural texture
    -dust, sun bleach and dirt can be colored and changed in intensity
     
  18. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Haha nice, but make sure it's not very demanding on performance. Crates tend to get spammed a lot ^^

    No idea what a procedural texture even is :D

    Texture detail is awesome btw
    Oh how I wish prop modellers were available in the past
     
  19. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    It means it's not hand painted. It's completely generated by algorithms, based on mesh information. Have a look here, if you want to know more.
    It has the advantage, that I only have to create a material once, which I can then apply to all sorts of meshes. I am currently making a small library for Empires, so I can speed up texturing in the future. What you can see here, is the first iteration for the dark blue/black plastic you see all over Brenodi stuff.
     
  20. ViroMan

    ViroMan Black Hole (*sniff*) Bully

    Messages:
    8,381
    Likes Received:
    4
    Trophy Points:
    0
    Hey... you know what... make one that has been opened up. If your hesitant to display any of the inside for lack of ideas on its internals... how about having the lid lifted off and turned 10d or so but, still on top of the crate.
     

Share This Page