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  Click here to go to the first staff post in this thread.   Thread: All current ET mapping projects

  1. #381

    Re: All current ET mapping projects

    @ orange - your map looks good - much left to do?
    Magics Territory
    Magics Territory : 188.138.76.165:27980

  2. #382

    Re: All current ET mapping projects

    @Yorrick

    Needs way better lighting. Put down ambient to a setting like either 0 or 0.4-0.7, and make more light entities and learn shader lighting if you haven't already. In areas with lots of shadows but a strong crisp light going over them, select all the brushes in that area and make a func_group and put _lightmapscale 0.1 in it for even better control. That map could look great with the right shadows.

    @Orange

    Loving the map, but my only gripe would be that the fog is just little too brown.. maybe lighten the color a bit whiter just to stop the contrast from disapearing? Everything else looks great!

  3. #383

    Re: All current ET mapping projects

    You need to read better pande

    Will be released in a few months I think.

    NOTE: No light or specific detail has been added yet.

  4. #384

    Re: All current ET mapping projects

    @magic

    not that much, mostly at the second part of the map.
    i plan to release a first beta around christmas or new year

    @pande

    about the fog, its actually the same fog as in railgun, i only changed its distance a little bit.
    but i want to change some parameters later


    btw glad that you guys like it that far


    here is the second part:

    allies have to steal secret crate. they are able to gain a forward spawn by building a cp.

    i hope the pics arent too dark














  5. #385

    Re: All current ET mapping projects

    Nice brushwork and bevelwork (or whatever you used... anyway nice arches )
    Looks like an interesting map. Keep it up!
    <a href=http://stefanpiot.googlepages.com/ target=_blank>[</a><a href=http://stefanpiot.googlepages.com/ target=_blank>url=http://stefanpiot.googlepages.com]</a><a href=http://www.splashdamage.com/forums/image.php?type=sigpic&userid=9086&dateline=1243176568 target=_blank>http://www.splashdamage.com/forums/i...ine=1243176568</a><a href=http://stefanpiot.googlepages.com/ target=_blank>[</a><a href=http://stefanpiot.googlepages.com/ target=_blank>/url]</a>
    I <3 N - ( . ) ( . )
    I love entities
    Project: Wolf Records
    Map: Kha Ran Than
    Map: et_Carentan



  6. #386

    Desertrace

    I'm currently working on a high-detail-textured map with great vis-blocking cause of the fps. Don't worry, if your pc has a bad videocard. Set detailed textures off in the system settings and you can play it like an ordinary map.
    Here some screenshots of the detailed texture-work and an airstrike:




    The map will be released around christmas
    Last edited by Wezelkrozum; 12th Dec 2008 at 08:12.

  7. #387
    Answering machine stealth6's Avatar
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    Re: All current ET mapping projects

    maybe you guys could start an own map topic, to build some hype.
    Also I don't think alot of people look here, cause it looks good, but no many people have replied

  8. #388

    Re: Desertrace

    Quote Originally Posted by wezelkrozum View Post
    I'm currently working on a high-detail-textured map with great vis-blocking cause of the fps. Don't worry, if your pc has a bad videocard. Set detailed textures off in the system settings and you can play it like an ordinary map.
    detail textures, i never understood how they work, can you explain it to me?
    "Fog is no water and no air, it's something between it" Merlin
    http://merlin1991.info

  9. #389

    Re: Desertrace

    Quote Originally Posted by merlin1991 View Post
    detail textures, i never understood how they work, can you explain it to me?
    It's quite simple, if you understand how to use shaders.

    Create a shader-file for your texture and add 2 parts into your shader like this:

    Code:
    textures/wezelkrozum_wall/wall1
    {
            qer_editorimage textures/wezelkrozum_wall/wall1.tga // texture shown in the editor.
    	{
    		map textures/wezelkrozum_wall/wall1.tga	// original texture.
    		rgbGen identity
    	}
    
    	{
    		map textures/wezelkrozum_wall/wall1_detail.tga
    		blendFunc GL_DST_COLOR GL_SRC_COLOR // blends the detailed texture on the original texture
    		detail               // this command tells its a detailed texture, players can turn detailed textures off if they have problems / lag.
    
    		tcMod scale 2 2 //scale the texture 2 times the resolution (2 pixels detail in 1 pixel original texture).
    	}
    
    }

  10. #390

    Re: All current ET mapping projects

    i know that the detail keyword exsists, but what does it exactly?

    do you make the detail texture just double resolution than normal or is the detail something else?
    "Fog is no water and no air, it's something between it" Merlin
    http://merlin1991.info

  11. #391
    wat? wer bist du denn? Saadi's Avatar
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    Re: All current ET mapping projects

    Quote Originally Posted by 0range View Post



    ---->
    xD
    Btw:
    Why dont try it with Irfan View: The auto adjust color funtion.
    It adjusts the color. Works good , is easy and looks always great.
    Maybe you should also increase brightness in your ET settings ;D

  12. #392

    Re: All current ET mapping projects

    I always only raise the gamma-value to 1.7 in IrfanView to get the correct brightnes.


  13. #393

    Re: All current ET mapping projects

    That second picture isn't how it would look ingame, is it?

    I like the dark one WAY better, please keep the light looking like that

    Edit: why did my post explaining the detail key get deleted??

    Anyway.. basically it's function is to mark an image as being a 'detail' to the base image. The second image increases the contrast and depth of the first. Unfortunately, this is resource intensive, so this key was created. The key marks that shader stage as an 'extra' pretty much, so when you use r_detailtextures 0 (I believe that is the command, correct me if I'm wrong) it will disappear. If you got a really good machine, you needn't worry, but on older machines you will want to set it to 0 for better FPS.

    Hope that solves your question! For the second time Lol who got admin-happy?
    Last edited by Pande; 18th Dec 2008 at 01:43.

  14. #394

    Re: All current ET mapping projects

    @ Pande:

    If you take a screenshot in ET, the engine don't cares about the gamma-value you use in-game, so if you post screens in a forum you have to brighten them up before, otherwise it looks much darker as it really is.
    Saadi and me are using IrfanView for this job. He uses the "Auto colour function", I raise the gamma-value to 1.7 to brighten up the screenshots.

    But if 0range already brightened up the screenshots, I would say the map is maybe a bit dark on some places.

  15. #395

    Re: All current ET mapping projects

    the second picture looks far too unrealistic.. i like Oranges, it would be more fun to play on.

    Edit: take pictures with Xfire, doesn't do anything to them, it takes a picture of the screen/window.

  16. #396

    Re: All current ET mapping projects

    Hi
    Have made a final of the map The Station.
    Its made for ESL competitionplay 1vs1.
    Its quite hectic and fast gameplay - think it will be suiteable for 2vs2 as well.
    Thanks to Rayban for his prefab.

    Gameplay - you have to steal and secure 3 flags to win the map.

    The Station Final






    Magics Territory
    Magics Territory : 188.138.76.165:27980

  17. #397

    Re: All current ET mapping projects

    wow..just like magic...no meant it it really looks great!! something else then my first map: black hawk down
    I'm an engineer, lets just asume I'm right...


  18. #398

    Re: All current ET mapping projects

    Map Name Anzio (in developement)
    Allies have to steal the gold crate out of axis controlled church
    Axis have to prevent this
    (Other Info) The map originates from Day Of Defeat Anzio map
    and i dnt know much about how to test map

    Here are some screenies

    could rlly use some help if anyone whats to help me with it
    Attached Images Attached Images
    Last edited by Mind Riot; 28th Mar 2009 at 18:23.

  19. #399

    Re: All current ET mapping projects

    doesn't look bad at all

    to test your map, be sure to make a skybox and put in the correct coords.
    then compile it : -bsp -meta (just to test it)
    (don't forget the spawnpoints of course: 1 red spawn, 1 blue spawn and 1 info player deathmatch )

    Fire up ET : in console :
    /sv_pure 0
    /g_gametype 2
    /devmap yourmapname (e.g.: /devmap dayofdefeat)
    <a href=http://stefanpiot.googlepages.com/ target=_blank>[</a><a href=http://stefanpiot.googlepages.com/ target=_blank>url=http://stefanpiot.googlepages.com]</a><a href=http://www.splashdamage.com/forums/image.php?type=sigpic&userid=9086&dateline=1243176568 target=_blank>http://www.splashdamage.com/forums/i...ine=1243176568</a><a href=http://stefanpiot.googlepages.com/ target=_blank>[</a><a href=http://stefanpiot.googlepages.com/ target=_blank>/url]</a>
    I <3 N - ( . ) ( . )
    I love entities
    Project: Wolf Records
    Map: Kha Ran Than
    Map: et_Carentan



  20. #400

    Re: All current ET mapping projects

    I keeps saying map leak how do you fix this

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