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Author Topic: surf_amalgamate [update 8.1.10]  (Read 2245 times)
Billy
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« Reply #40 on: December 28, 2009, 12:37:49 PM »

Damn dude the first ramp looks όber sexy :>
Good Jop man Smile
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Lightning
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« Reply #41 on: December 28, 2009, 05:12:42 PM »

Damn dude the first ramp looks όber sexy :>
Good Jop man Smile

Yea I agree with Billy Very Happy
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Rscar
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« Reply #42 on: December 30, 2009, 06:34:32 PM »

So....my computer fails. Just stopped working one day and I had to reinstall windows...lost all progress on the map. Im sorry guys  Who Knows If I get motivated enough later on I may start it up again, but right now Im too busy to remake the whole thing...
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Zalos
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« Reply #43 on: December 30, 2009, 07:01:30 PM »

Did you give out a beta or compiled version of the map somewhere, if so you can decompile and get it back.
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hellraisedsurfer
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« Reply #44 on: January 02, 2010, 12:16:02 AM »

well looks original Wink
the whole concept of the gameplay is pretty good
still i think the teambased level locks would be pretty good to (if a T completes 1 then ONLY T will be able to join 2) so if a T wins 1... CT wont be able to go to 2 before a CT completes it.

its a great idea and let me point out: Awesome start ramp;) looks smooth an epic with the split...

gl with your project, definatly going to try it.

/hell
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Rscar
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« Reply #45 on: July 24, 2010, 03:57:09 PM »

Ok, after some time spent being pissed off at the fact my machine crashed, I have decided to resume work on this map, and by resume I mean start the whole thing again...

Some changes I will be implementing:

-Going to make it team based, like one person completes level one and the entire team can progress to level 2, etc.
-Adding a bit more foot combat room.
-Some of the map structure may change...need to get the sexy ramp back though  Thumbs Up

I was able to work out the major technicalities of the team based progression so just gotta get my geometry going, will post screenshots when I have something thats screenshot worthy.
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DESE
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« Reply #46 on: July 24, 2010, 05:31:52 PM »

Awesome start ramp;) looks smooth an epic with the split...

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Rscar
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« Reply #47 on: July 26, 2010, 06:32:51 PM »

updated
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TIMAE
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« Reply #48 on: July 26, 2010, 07:28:29 PM »

Looked much better before....
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Exither.
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« Reply #49 on: July 26, 2010, 08:16:30 PM »

these houses are sexey Very Happy
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hellraisedsurfer
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« Reply #50 on: July 26, 2010, 08:19:50 PM »

ehm... looks damn epic O.O awesome houses you made Smile
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arroba
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« Reply #51 on: July 27, 2010, 06:15:38 PM »

but the displacements, honestly, are horrible, look @ second pic.
make better displacements and it will be a perfect map.
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FAJ
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« Reply #52 on: July 27, 2010, 06:24:47 PM »

Houses are sweet lookin. I can't tell if it will be much fun to play, but it sure is nice to look at.
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spoz
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« Reply #53 on: July 27, 2010, 06:41:19 PM »

Those screenshots look pretty damn hot, although it would be nicer to see a less gloomy version.
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But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....
Rscar
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« Reply #54 on: July 27, 2010, 08:24:31 PM »

but the displacements, honestly, are horrible, look @ second pic.
make better displacements and it will be a perfect map.

5 minute fix, will be done before release obviously.

Those screenshots look pretty damn hot, although it would be nicer to see a less gloomy version.

Was thinking the same thing...I have some more texture work cut out i s'pose.
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spoz
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« Reply #55 on: July 27, 2010, 09:18:12 PM »

The texturing seems fine, its just the global lighting thats a bit iffy, these might be a bit hotter:

light_environment
Code:
› Pitch Yaw Roll:  0 150 0
› Pitch: -12
› Brightness: 209 154 109 1000
› Ambient: 202 214 227 25

env_sun
Code:
› Pitch Yaw Roll: 0 150 0
› Use Angles:  Yes
› Pitch:  -12
› Sun Color:  235 152 84
› Size:  32
› HDR Color Scale:  3

env_fog_controller
Code:
› Pitch Yaw Roll:  0 180 0
› Fog Enable:  Yes
› Use Angles for Fog:  Yes
› Primary Fog Color:  130 117 107
› Secondary Fog Color: 130 117 107
› Fog Start:  128
› Fog End:  2500
› Interpolate Time:  2
› Far Z Clip Plane:  5000

shadow_control
Code:
› Pitch Yaw Roll: 45 150 45
› Shadow Color: 157 159 162
› Maximum Distance: 100

env_tonemap_controller
Code:
› Name: tonemap_global

logic_auto
Code:
[b]Outputs[/b]
- OnMapSpawn | tonemap_global | SetTonemapRate | 0.25
- OnMapSpawn | tonemap_global | SetAutoExposureMin | 1.0
- OnMapSpawn | tonemap_global | SetAutoExposureMax | 5.0

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But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....
Rscar
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« Reply #56 on: July 28, 2010, 12:10:55 AM »

The texturing seems fine, its just the global lighting thats a bit iffy, these might be a bit hotter:

light_environment
Code:
› Pitch Yaw Roll:  0 150 0
› Pitch: -12
› Brightness: 209 154 109 1000
› Ambient: 202 214 227 25

env_sun
Code:
› Pitch Yaw Roll: 0 150 0
› Use Angles:  Yes
› Pitch:  -12
› Sun Color:  235 152 84
› Size:  32
› HDR Color Scale:  3

env_fog_controller
Code:
› Pitch Yaw Roll:  0 180 0
› Fog Enable:  Yes
› Use Angles for Fog:  Yes
› Primary Fog Color:  130 117 107
› Secondary Fog Color: 130 117 107
› Fog Start:  128
› Fog End:  2500
› Interpolate Time:  2
› Far Z Clip Plane:  5000

shadow_control
Code:
› Pitch Yaw Roll: 45 150 45
› Shadow Color: 157 159 162
› Maximum Distance: 100

env_tonemap_controller
Code:
› Name: tonemap_global

logic_auto
Code:
[b]Outputs[/b]
- OnMapSpawn | tonemap_global | SetTonemapRate | 0.25
- OnMapSpawn | tonemap_global | SetAutoExposureMin | 1.0
- OnMapSpawn | tonemap_global | SetAutoExposureMax | 5.0



Protip 
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pand3mic
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« Reply #57 on: July 28, 2010, 12:18:01 AM »

the new lighting looks much sexier Very Happy

I also realized my surf_freedom has the same ramp texture  Confused That makes me feel unoriginal
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Rscar
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« Reply #58 on: July 28, 2010, 12:30:29 AM »

the new lighting looks much sexier Very Happy

I also realized my surf_freedom has the same ramp texture  Confused That makes me feel unoriginal

Meh, not a big deal imo, if the texture fits well with the map use it!
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spoz
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« Reply #59 on: July 28, 2010, 04:21:22 AM »

I'd suggest maybe adding cubemaps specifically for those whitefaces, possibly a 128x128 if you can hold the budget (note: for highres cubemap sampling your window res needs to be at least 4 times larger than the sample size)

Note: the spacer brush is 32 which I find works best, anywhere upto 128u from the furthest extrusion point should look fine. When in face selection mode, hold ctrl to select multiple faces per cubemap.




Also I'd suggest hipshot's stormydays skybox, thats what those light settings were originally configured for.
« Last Edit: July 28, 2010, 05:45:02 AM by spoz » Logged


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But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....
arroba
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« Reply #60 on: July 28, 2010, 02:40:29 PM »

The texturing seems fine, its just the global lighting thats a bit iffy, these might be a bit hotter:

light_environment
Code:
› Pitch Yaw Roll:   0 150 0
› Pitch: -12
› Brightness: 209 154 109 1000
› Ambient: 202 214 227 25

env_sun
Code:
› Pitch Yaw Roll: 0 150 0
› Use Angles:   Yes
› Pitch:   -12
› Sun Color:   235 152 84
› Size:   32
› HDR Color Scale:   3

env_fog_controller
Code:
› Pitch Yaw Roll:   0 180 0
› Fog Enable:   Yes
› Use Angles for Fog:   Yes
› Primary Fog Color:   130 117 107
› Secondary Fog Color: 130 117 107
› Fog Start:   128
› Fog End:   2500
› Interpolate Time:   2
› Far Z Clip Plane:   5000

shadow_control
Code:
› Pitch Yaw Roll: 45 150 45
› Shadow Color: 157 159 162
› Maximum Distance: 100

env_tonemap_controller
Code:
› Name: tonemap_global

logic_auto
Code:
[b]Outputs[/b]
- OnMapSpawn | tonemap_global | SetTonemapRate | 0.25
- OnMapSpawn | tonemap_global | SetAutoExposureMin | 1.0
- OnMapSpawn | tonemap_global | SetAutoExposureMax | 5.0



sweeeeet.
That will work for my next project Razz
Can I use it?
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Rscar
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« Reply #61 on: July 28, 2010, 04:35:07 PM »

Ill try out the cubemaps when i get the chance. And for the settings you gave me I did take out the fog, couldnt see anything hardly with it there...
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spoz
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« Reply #62 on: July 28, 2010, 08:10:51 PM »

sweeeeet.
That will work for my next project Razz
Can I use it?

Go crazy Smile

Ill try out the cubemaps when i get the chance. And for the settings you gave me I did take out the fog, couldnt see anything hardly with it there...

Heh I set it up for a closed rebel's style linear map so some things may need tweaking to your needs
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But if u really wanna see a screwed up map take a look at that greatriver awesome 1... freaked the shit out of me... its like a child molestation adventure.....
Rscar
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« Reply #63 on: August 02, 2010, 12:30:02 AM »

update
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-[Element]-
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« Reply #64 on: August 02, 2010, 12:31:37 AM »

Holy crap, if this plays as good as it looks Shocked
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Rapsodia
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« Reply #65 on: August 02, 2010, 12:12:38 PM »

Omg Rscar this looks very promising!
I really like it  Thumbs Up
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