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Downtown or something like Half-Life2 (C17)
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Dec 25, 2005 12:16 pm    Post subject: Downtown or something like Half-Life2 (C17) Reply with quote

Hi everyone!

I have started modeling around a little bit, and i have made a little map. It should look a little bit like the City 17 in HL2 and its not finished.



















The stairs are ugly i know. And both rooms are empty too. I have also tryed an skybox, but it runs very slow. Are my Images too big? (1024x768)

Well, i want to hear some feedback. Wink

wfg, Sindwiller

EDIT: Images are from the DeleD Preview Plugin, no Physics, 8x FSAA, 1280x1024.


Last edited by Sindwiller on Sun Dec 25, 2005 12:26 pm; edited 1 time in total
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tomash
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Joined: 18 Dec 2005
Posts: 20
Location: Warwickshire, England

PostPosted: Sun Dec 25, 2005 12:22 pm    Post subject: Reply with quote

Wow, they're really good! The images are fine!
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun Dec 25, 2005 2:00 pm    Post subject: Reply with quote

I don't see anything wrong with your stairs. Everything looks good.
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Sun Dec 25, 2005 2:12 pm    Post subject: Reply with quote

trucker2000 wrote:
I don't see anything wrong with your stairs. Everything looks good.


Except their really bad skinned... and with Generated UV Coords they look much uglyer. Very Happy



wfg, Sindwiller
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G-Man
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Joined: 28 Jan 2005
Posts: 13

PostPosted: Mon Dec 26, 2005 5:44 am    Post subject: Reply with quote

One suggestion, make your banister on your stairs a little higher. It looks like it would come about up to a person's knee and that's a little low for a banister. Other than that, nice work!
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Mon Dec 26, 2005 10:33 am    Post subject: Reply with quote

Hmm... would'nt it see a little better with an radiosity based lightmapper?

wfg, Sindwiller

ps. in the moment, it seems that the model file is broken Sad .
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Mon Dec 26, 2005 6:39 pm    Post subject: Reply with quote

Well, like i said, the model file of that house i made is broken. I send it to Jereon, i hope he will fix it. Its not much work (7-8 hours) but its the first thing i made good. Crying or Very sad

I started to model the rest of the city, started with the street of that house.







Feedback plz.

wfg, Sindwiller
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Tue Dec 27, 2005 11:39 am    Post subject: Reply with quote

Awesome screenshots. I'll leave the detailed comments to the people who actually know what they are talking about (i.e. modelers Razz), but I think they look great.

Quote:

I have also tryed an skybox, but it runs very slow. Are my Images too big? (1024x768)


Does it run slow inside DeleD, or inside the Level Previewer? I don't know exactly what techniques Il Buzzo uses to display the skybox in the Level Previewer, but you might want to stick to power-of-2 textures for skyboxes (some goes for everything else, really Wink). Usually 512x512 is nice and crisp, no real need to go much further.

Quote:

Hmm... would'nt it see a little better with an radiosity based lightmapper?


Sure, any global illumination method will probably result in better looking lighting, especially in indoor scenes. However, our first priority is getting the glitches in the current lightmapper smoothed out. Also, getting good results from any lightmapper takes a lot of practice, and a lot of time (as a rough estimate, lighting a scene might take about as much time as the modeling and texturing phase.... most people allow themselves much less).

If you want to see what radiosity based lightmapping can do for you, trying putting your scenes through Gile[s]. Eventually, that is the quality level we want to equal with the DeleD lightmapper. Smile
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Sindwiller
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Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Wed Dec 28, 2005 1:58 pm    Post subject: Reply with quote

Im just rendering the lightmaps for the new model. Very Happy

It should take long (4096x4096 lightmaps, individual 32x32 - 512x512, 3 blur passes).

wfg, Sindwiller
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Wed Dec 28, 2005 4:52 pm    Post subject: Reply with quote

So guys, big meda update Very Happy .

Some new stuff and detailed lightmaps.



















I know, nothing really new.

wfg, Sindwiller

ps. How odd, it seems that the Preview Plugin can't render the lightmaps.

pps. The Screenshottool is COOL!!
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Dec 28, 2005 6:09 pm    Post subject: Reply with quote

Very nice. Very Happy

Suggestion: Frame your doors.
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Twixn
DeleD PRO user


Joined: 01 Dec 2005
Posts: 136
Location: Melbourne Australia

PostPosted: Wed Dec 28, 2005 10:50 pm    Post subject: Reply with quote

Yeah, it is cool.

I love the 'rubble' by the door, and the shifted tiles Very Happy

-Twixn-
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Dec 30, 2005 2:24 pm    Post subject: Reply with quote

Yeah, I must say I looove those touches too, especially the shifted tiles!
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Fri Dec 30, 2005 3:07 pm    Post subject: Reply with quote

Thx!

In the moment im a little bit sickly and i cannot work on it. Sad Well, i need a little break for it. Very Happy

wfg, Sindwiller
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Sindwiller
DeleD PRO user


Joined: 25 May 2005
Posts: 331
Location: Zürich. Switzerland

PostPosted: Wed Jan 04, 2006 1:33 pm    Post subject: Reply with quote

Playing with Lights and Shadow opacity... building around...



wfg, Sindwiller
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