New 1.08 materials ?

Discussion in 'Mapping' started by Silk, Jun 16, 2007.

  1. Silk

    Silk Mapper

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    What materials and models have been added that we can use in future maps?
    I know i've seen different grass textures in slaughtered and canyon, the cliffs in crossroads were different (although they could've just been scaled), and i totally love the new trees in canyon !!!

    So what else can we put in our maps when 1.08 is released? Are there new models besides the trees? Any new materials/textures?
     
  2. Solokiller

    Solokiller Member

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    There are new destroyed vehicle models, althouhg i've seen some only have collision models, and no visible stuff.
     
  3. Silk

    Silk Mapper

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    And invisible obstacle?
     
  4. Solokiller

    Solokiller Member

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    No, the destroyed vehicle's collision is there, but the model itself isn't there.
     
  5. Broccoli

    Broccoli Member

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    A lot of new urban textures, if I'm not mistaken. Plus some skyboxes.
     
  6. Slasher

    Slasher Member

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    This sounds like that problem you get when you the model files in the wrong directory.
    when someone compile's a model, they need say where the files go in the models folder. But if someone moves then somewhere else in the models folder and try using them in game, you'll get that problem.
     
  7. Silk

    Silk Mapper

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    Good, good ! The more different (empires-styled) stuff the better!

    Edit:

    new textures + new trees + hdr = sweet

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Jun 17, 2007
  8. Caelo

    Caelo Member

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    what was your fps in those screenshots with trees, Silk?
     
  9. Broccoli

    Broccoli Member

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    That grass is actually quite fugly from above, but it does look awesome on the ground. That first shot kinda reminds me of Oblivion.
     
  10. Krenzo

    Krenzo Administrator

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    It looks no worse than the default HL2 grass.
     
  11. Silk

    Silk Mapper

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    I'll test it the first time i play on a map using those trees.

    EDIT:
    63 fps (one area from above)
    [​IMG]

    33 fps (same area from underneath the trees, with a lot of trees on the horizon)
    [​IMG]

    43 fps (same area from above, with a lot of trees on the horizon)
    [​IMG]

    32 fps (2nd area from underneath trees, with a vf and some other building close by)
    [​IMG]

    There was only one person on the server, map was cdr_canyon, no tanks in that part of the map, but there were buildings and turrets. Ati x800; p4 3 GHz; 1,5 GB ddr2
    Draw your conclusions.
     
    Last edited: Jun 17, 2007
  12. Solokiller

    Solokiller Member

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    I was killing stuff with railguns and a nuke when you were taking screenies, i capped the NF base flag and i won.
     
  13. Bodrick

    Bodrick Ye Olde Supermod

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    The grass may look even better if a detail mask is used. I'll check that out tomorrow.
     
  14. Silk

    Silk Mapper

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    Detail mask ... sounds interesting. Gonna have to look that up some time.
     
  15. Caelo

    Caelo Member

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    hmm :/ my systems specs are better and I dont even get 20 fps with the new RC (yes, fresh install of windows and empires)
    I' m still curious how this could happen :/

    Anyway :D the new materials looks good :D
     
  16. Private Sandbag

    Private Sandbag Member

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    the problem with the grass is that it's so detailed that from a little distance, it just appears to be plain green (as you can see from the shots above)

    and while the grass didn't look quite as good close up before, there wasn't this problem.

    that detail adjuster idea that came up earlier was cool.
     
  17. Krenzo

    Krenzo Administrator

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    The grass does have a detail texture. The grass texture itself is 128x128.
     
  18. Silk

    Silk Mapper

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    I find it rather strange that people have problems with how the grass looks like from above. I really like it. It won't be easy to get it more realistic imo.
    And i like the illusion of depth you have now, with the grass being darker on some places, as if the grassy plain isn't nearly as flat as it actually is => realistic
     
  19. Broccoli

    Broccoli Member

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    Don't get me wrong, it doesn't look bad, it's just this shot from isle where you can clearly see the repeating pattern:

    [​IMG]

    The lumps and bumps do make it look much more detailed and realistic, but the problem is that every texture has to tile somehow (unless Krenzo fancies some procedural goodness :D) and the more pronounced the pattern is, the more obvious it is when it's tiled.
     
  20. Private Sandbag

    Private Sandbag Member

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    we need clouds making shadows (that move across the terrian). actually, we don't NEED them. but it is what the majority of post "generals" RTS' do to prevent people noticing the texture repetition being noticed.

    the clouds can be generated by having a massive translucent texture creating faint cloud like shadows that move just under the skybox... and emp_isle would be perfect for that.
     

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