GoldenEye: Source Forums

  • November 16, 2024, 06:09:41 pm
  • Welcome, Guest
Advanced search  

News:

Pages: 1 [2] 3 4   Go Down

Author Topic: [MAP] Cradle Screens (11/25/06)  (Read 75508 times)

0 Members and 3 Guests are viewing this topic.

boris

  • Secret Agent
  • **
  • Posts: 57
  • Reputation Power: 0
  • boris is looked down upon.
  • Offline Offline
    • boris's file network
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.
Logged

fonfa

  • Retired Developer
  • 00 Agent
  • ***
  • Posts: 914
  • Reputation Power: 3
  • fonfa has no influence.
  • Offline Offline
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.
Logged
[01:22 PM] fourtecks: YOU NEED ME HARD

boris

  • Secret Agent
  • **
  • Posts: 57
  • Reputation Power: 0
  • boris is looked down upon.
  • Offline Offline
    • boris's file network
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.
Logged

VC

  • Valiant Varanidæ, Citrus Jockey
  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,843
  • Reputation Power: 16
  • VC is working their way up.VC is working their way up.VC is working their way up.
  • Offline Offline
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.
Logged
"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

m-p{3}

  • IT Specialist
  • Agent
  • *
  • Posts: 40
  • Reputation Power: 0
  • m-p{3} has no influence.
  • Offline Offline
    • Steam
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.
Logged

jimmy

  • Agent
  • *
  • Posts: 34
  • Reputation Power: 0
  • jimmy has no influence.
  • Offline Offline
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!
Logged

Vin007

  • Agent
  • *
  • Posts: 41
  • Reputation Power: 0
  • Vin007 is looked down upon.
  • Offline Offline
Re: [MAP] Cradle Screens (11/25/06)
« Reply #21 on: November 26, 2006, 08:49:41 am »

Die CS:S! ;D
Logged

Sean [Baron]

  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 6,752
  • Reputation Power: 2
  • Sean [Baron] has no influence.
  • Offline Offline
    • GoldenEye: Source Official Site
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.
Logged
/Sean "Baron" Stock
Director
sean@goldeneyesource.net

HardHittinHeeb

  • Secret Agent
  • **
  • Posts: 76
  • Reputation Power: 6
  • HardHittinHeeb has no influence.
  • Offline Offline
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)
Logged

MrDork84

  • Guest
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.
Logged

mbsurfer

  • Inactive Tester
  • 00 Agent
  • ***
  • Posts: 794
  • Reputation Power: 41
  • mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.mbsurfer is a force to reckon with.
  • Offline Offline
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. ;)
Logged

Turboracer

  • Secret Agent
  • **
  • Posts: 75
  • Reputation Power: 0
  • Turboracer has no influence.
  • Offline Offline
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." ;)
Logged

Jonathan [Spider]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,740
  • Reputation Power: 1
  • Jonathan [Spider] has no influence.
  • Offline Offline
    • Jonathan Scott Art
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.
Logged
Fonfa
"making out with ugly girls builds character"
"getting the ugly girls then the pretty ones makes you feel like leveling up in an rpg game"

SLX- i'm having a problem
Spider2544 - if you need me to bury a hooker, i can be there in 20 mins with my shovel
SLX - bring condoms

nowhere

  • 00 Agent
  • ***
  • Posts: 474
  • Reputation Power: 0
  • nowhere has no influence.
  • Offline Offline
    • Janus Syndicate
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.
Logged

olileauk

  • Last vestige of [L[T]K]
  • 00 Agent
  • ***
  • Posts: 238
  • Reputation Power: 1
  • olileauk has no influence.
  • Offline Offline
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.
Logged
Been here since Alpha 1.1... Those were the days.

Pages: 1 [2] 3 4   Go Up