General WIP thread

Show off work in progress maps.
Gary
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Post by Gary »

I know if I split up the displacements I can up the light map scale, but then I would have to redo tons of work to fix them.
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Post by BigFoot »

to fix the displacements you mean?

ust split them in a way that edges that are neighbours are of the same length. then you won't have to fix anything, just hit the sew button once again and you're done. then again it's not useful to split the ones on which there's no shadows. so i'd kinda just start from where the shadow is cast and decide which are to be split and which aren't.

i only want to help you, not meaning to cause loads of extra work for you lol

well in the end it's your decision
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Post by shiftey »

helpful tips regarding displacements:

-Make displacement 512x512 or 1024x1024 blocks.
-When making complex displacements, make sure the vertices of each displacement line up with those of the block next to it.
-Make sure the subdivisions match. (grid boxes should line up perfectly with those of the block next to it)
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Vasili
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Post by Vasili »

Is it just me, or is Bigfoot some sort of interactive manual when it comes to mapping?
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Post by Gary »

All of those were generated with disgen, you just make a hightmap and it creates displacements for you. As doing all of those my self would take for ever.
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Post by Shana »

Gjsdeath wrote:All of those were generated with disgen, you just make a hightmap and it creates displacements for you. As doing all of those my self would take for ever.
Eh no, not really. You know you can set the painting radius as high as you want and then get the same results in a pretty short time as well?

Also reposting this because i was one of the last to post on last page.
W0rf0x wrote:Haven't posted for way too long, so here's some hammered npc i'm working on.

Image

Image

Image
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Post by Axel_m3sh »

I think everyone is making huge boss battles now adays lol

Adds more fun and a challenge :D nice job on the enforcer w0rf0x
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Post by JerC »

Awesome..
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Post by fug4life »

Nice W0rf0x.

@Garry, I love the dispgen and Heightmap technique. I think for deserts it really does a better job than painting (Though I haven't used it, Ive seen a couple of other maps with).
So don't listen to them :)

And yeah you can increase the radius and height to paint quickly in hammer. But for what your doing I'd stick with the generator.

Edit:Accept I dont know how heightmap affect you light maps:S, so I'll shut up.
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Vasili
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Post by Vasili »

W0rf0x, that Enforced needs to be added to the game.
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Post by BigFoot »

fug4life wrote: Edit:Accept I dont know how heightmap affect you light maps:S, so I'll shut up.
it doesnt

only size of a face or displacement and lightmap scale affect the lightmaps

and the spread agnle key for the light environment

if a disp is too big and you set its lightmap scale too lsmall then hammer wont really compile or the game will crash on map load.
ive had that a couple times
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Post by fug4life »

I'm probably going to get some 1.35 features into my maps and bug fix some of them/ make changes whilst I'm at it.
I've touched the subject of overviews recently, and whilst playing around I decided to create a couple from scratch.

Image
By fug4life at 2010-02-02

I wanted to make it a bit different and started thinking along the lines of map 'blueprints' alas they didn't quite turn out how I wanted and the text looks a bit rubbish.

Image
By fug4life at 2010-02-02

Colour or blueprint - which do you prefer?
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Shana
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Post by Shana »

I like the normal overview better.

Also good idea, people sometimes tend to get lost in that map.
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Post by fug4life »

W0rf0x wrote: Also good idea, people sometimes tend to get lost in that map.
I lol'd indeed they do, I kinda figured if any of my maps needed the overview it was this one.
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Post by Datastream »

This one I got lost in warmachine. Had no idea what to do since the enemies just kept on coming. :p Eventually shit happened and bam! This one door opened. :p

Are those overviews made automatically or manually?
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