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Author Topic: [MAP] Cradle Screens (11/25/06)  (Read 77346 times)

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boris

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #15 on: November 26, 2006, 03:19:33 am »

Ever seen the skybox tree models? They're detailed well enough for this distance - and don't take shit away from the fps. They're basically a model with a group of 2D detailed trees. They look nice are resource light. The ground should at LEAST be fertile. No excuse for that.
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fonfa

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #16 on: November 26, 2006, 03:44:23 am »

How long is the compile time?

1:30x2 for rad (both ldr and hdr) and a few more minutes for vis and bsp


No excuse for that.

i don't have enough time to work on this right now, and the rendering times are quite delicate in a map like this. i'll try to make a skybox that looks like an actual cuban jungle, but i can't make any promises.
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boris

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #17 on: November 26, 2006, 04:01:26 am »

I said no excuse for a dirt texture. It should at lease be textured right.
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VC

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #18 on: November 26, 2006, 05:34:27 am »

Just giving it some green instead of brown should be enough.  Enough so it won't be distracting people from the map itself.
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m-p{3}

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #19 on: November 26, 2006, 05:59:50 am »

Yeah, putting trees models/sprites might kill up the framerate. A good forest texture might be a decent solution.
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jimmy

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #20 on: November 26, 2006, 07:07:23 am »

YES, FINALLY. ive been waiting for this. SWEET!
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Vin007

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #21 on: November 26, 2006, 08:49:41 am »

Die CS:S! ;D
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Sean [Baron]

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #22 on: November 26, 2006, 01:31:24 pm »

We've been trying to figure out a way to tackle the ground scenery for quite a long while now. Since the entire map is being drawn at the same time, its very difficult to control the FPS, without having them go way lower then want all the other maps go.

We're still working on it though, and We'll figure something out.
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HardHittinHeeb

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #23 on: November 26, 2006, 04:51:19 pm »

I would go with ViaC's green texture idea if you have time. The gameplay might favor snipers a bit, but I don't think there is an easy way to fix that. Anyway, it looks great with either ground texture, as most people will be focused on the playable area in-game.
Anyway, here are a few pictures of the real thing for comparison:

http://www.icc.dur.ac.uk/~tt/Lectures/Galaxies/Images/Radio/Arecibo.jpg (high def from in the air)
http://www.astro.psu.edu/~redman/images/Puerto%20Rico/Arecibo%20Telescope%20611.jpg (high def from the ground)
http://www.astro.uva.nl/exhibition/pictures/mooie_gifjes/jpeg/arecibo.jpeg (from in the air)
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MrDork84

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #24 on: November 26, 2006, 05:01:28 pm »

wow, yeah, when I seen the first image of this map, my eyes went directly to the ground and how it is brown instead of green.  changing the textures should do the trick, no need for 3d models.
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mbsurfer

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #25 on: November 26, 2006, 08:03:07 pm »

The 3d skybox doesn't need to be vast. Just make it look like Cradle is on top of a large hll of trees with drop-offs all around it. It doesn't have to have trees go for miles and miles. ;)
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Turboracer

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #26 on: November 26, 2006, 09:29:00 pm »

Awesome, probably one of the most vast looking maps I've seen on source. I bet with the new update that comes with episode 2, all that foliage will be possible.

One thing though, I think that Janus texture should be worked on. Instead of "Janus industries," I saw "anus Industries." ;)
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Jonathan [Spider]

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #27 on: November 26, 2006, 09:57:26 pm »

yea the ground is something we have been putsing with for a very long time. but honestly while your playing the game, you dont even look at or notice the ground all you see is all the awsome metal work. trust me when i say this, this level in game is one of the best looking levels in video games today its simply bad ass.
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Re: [MAP] Cradle Screens (11/25/06)
« Reply #28 on: November 26, 2006, 11:03:57 pm »

One thing though, I think that Janus texture should be worked on. Instead of "Janus industries," I saw "anus Industries." ;)
How could you miss the giant J? It's the biggest letter of them all.
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olileauk

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Re: [MAP] Cradle Screens (11/25/06)
« Reply #29 on: November 26, 2006, 11:20:36 pm »

just one thing about the map. Why do you have Janus Industries on the side of the room? was it there in the film? i just thought it looked out of place because as far as I remember, the cradle wasn't a Janus industries thing at all, Janus industries was never mentioned...
:\

just my opinion.
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