Digital Paint Discussion Board
Development => Mapping => Topic started by: y00tz on April 11, 2008, 01:30:22 AM
-
I did this in class today, I sketched out a map in Photoshop, then for the hell of it, exported in grayscale, and made a height map out of it. To see what it would look like, I applied a texture, exported, and put it in BSP. Surprisingly, it worked, the results are below, but the framerates seemed too good on the school computers... I assume epoly I counts entity polies, i.e. func_model, and it never climbed above 1k (I'm sure I could reduce it by making a better model). My question to you Q2 mapping gods, is this a bad practice, assuming I could make the terrains texture look great? Bear in mind, I'd only use this practice where clipping/fixed viewpoints make since.
Cheers,
y00tz
-
The hills look a tad bit too extreme for my tastes, and it'd be nice if it was tessellated more (assuming it's not- looks kinda blocky) but yeah, that's pretty good.
-
It is a nice idea, but the hills are not what would be used to often.
-
The hills have 1 poly tops, but the cliffs on the sides have about 100 polies on the top.
@Termin8or: I'm imagining a scenario where either mountain scenery for the areas in the outskirts of the 4096x4096 that never get used, or maybe making prefab hills, cliffs, etc
-
Could you show the sshots from BSP?
-
Sure, the entity is selected.
The model is 1024x1024 and has a 256x256 diffuse.
edit: mini mountain scenery
-
I personally think it looks horrible.
I would try something more like the guys who map for TF2 did. The use a transparent texture on the sky box for artifacts like, barns silos, etc. Although I don't know how that would turn out for paintball.
-
I personally think it looks horrible.
I would try something more like the guys who map for TF2 did. The use a transparent texture on the sky box for artifacts like, barns silos, etc. Although I don't know how that would turn out for paintball.
HL2's skybox works completely differently than PB2's. Anyway, I don't think the terrain looks all that great due to the lack of lighting that goes with models. It'd be nice if it's textures were a bit more detailed, but even then it's still a one-time-use kinda thing.
-
You could just use gensurf or rawscape...
-
Well...
I'm not a mapping guru, but I'll give you my opinion ;D
-
hi how you mak this terrain ? (http://dplogin.com/forums/index.php?action=dlattach;topic=12929.0;attach=4512;image)
-
You cannot, right now. You can make stuff similar to it using Gensurf or RAWScape, but that's not exactly the same.
-
hi how you mak this terrain ? (http://dplogin.com/forums/index.php?action=dlattach;topic=12929.0;attach=4512;image)
That terrain is a 3d Model if I am not mistaken.
-
* Cameron runs and starts learning how to use Blender.
-
... It isn't terrain, because it isn't there.
-
... It isn't terrain, because it isn't there.
What do you mean by that? The model of the terrain is showing up in game.
-
However, it has no collision. So it "isn't" there.
Edit: 2000th post! ^_^
-
However, it has no collision. So it "isn't" there.
Edit: 2000th post! ^_^
I knew this already, just not that point about not physically being there.
Sorry about not being clear enough. I see your point, I just wasn't thinking outside of the box.