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Author CS_Metroplex
m8nkey
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Posts: 144
Joined: 08.01.08
Posted on 22-02-2008 14:40
* Update 27 Jan 10

For larger screens checkout my site:http://www.binaryspace.info








































Edited by m8nkey on 26-01-2010 22:51
Author RE: cs_duke2k
spine
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Posts: 565
Location: Norwaii
Joined: 26.04.07
Posted on 22-02-2008 19:45
Aaahh the virgin post! smiley
Thats looking realy clean, a good thing in this case cause it is realy a nice reminder of old Duke times. I guess you will eventually ad some props and stuff though.
Good job on the textures, you use them on big surfaces and they don't seem to
have any bad repeating parts, nice one.

I might missunderstand what you mean with displacements but I thought that
was when you break up the brush to make a natural landscape, cliffs or snowbanks.
Your map looks completely flat, where is the displacements used?
Looking nice so far. smiley

EDIT: Ah, I do see the displacement on the road now, very faint, but then again
it's enough for a new town look.



Edited by spine on 22-02-2008 19:48
Author RE: cs_duke2k
m8nkey
Member

Posts: 144
Joined: 08.01.08
Posted on 22-02-2008 23:45
spine wrote:
Aaahh the virgin post! smiley
Thats looking realy clean, a good thing in this case cause it is realy a nice reminder of old Duke times. I guess you will eventually ad some props and stuff though.
Good job on the textures, you use them on big surfaces and they don't seem to
have any bad repeating parts, nice one.

I might missunderstand what you mean with displacements but I thought that
was when you break up the brush to make a natural landscape, cliffs or snowbanks.
Your map looks completely flat, where is the displacements used?
Looking nice so far. smiley

EDIT: Ah, I do see the displacement on the road now, very faint, but then again
it's enough for a new town look.


Thanks for the possitive feedback on the textures Spine. Due to the large surfaces I tried to keep them simple without any distinguishing features.

Breaking up brushes into triangles for terrain is oldschool though essentially the same as a displacement which is basically just a triangulated plane. Displacements, with a great deal of manipulation, result in smoother lit curves than brushes and seem cheap on the engine budget too.

The road shape is subtle but very noticable in game, particularly on the corners and slopes.

There'll be plenty of clutter around the map once I add overlays and a ton of custom props including:

A matching street furniture set including bus stop, magazine stand, phone booth, bollard, bin and street advertising.

Building signage and billboards.

kan3 is currently working on a bus. He made the ATM model visable in the screenshot.
Author RE: cs_duke2k
m8nkey
Member

Posts: 144
Joined: 08.01.08
Posted on 24-02-2008 03:19
I'd say the map is about %40 complete. I want to get the interior to the same stage as outside before detailing the map.

http://i173.photobucket.com/albums/w57/m8nkey/wip060000.jpg
http://i173.photobucket.com/albums/w57/m8nkey/wip060001.jpg
http://i173.photobucket.com/albums/w57/m8nkey/wip060002.jpg
http://i173.photobucket.com/albums/w57/m8nkey/wip060003.jpg

Spine: I placed some of your parody signage into a single 512x512 vmt with selfillum. I named the file "signage_spi.vtf, signage_spi.vmt". Do you mind?
Author RE: cs_duke2k
spine
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Location: Norwaii
Joined: 26.04.07
Posted on 24-02-2008 08:33
Thats looking sweet, the signs look like they fit nicely in the shopping centre setting. smiley

No thats fine no worries.


Author RE: cs_duke2k
m8nkey
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Posts: 144
Joined: 08.01.08
Posted on 25-02-2008 21:53
Thanks mate smiley. Wesley Tack from Off-Limits gave me some really good feedback. He suggested a gentler slope in the road as it's too steep for most vehicles. He also gave me some ideas for the rooftops.

I think most the hard work on the map is done . The interior is progressing quickly (much easier than trying to model and texture an entire street) and I should have some more screens in a week or two.
Author RE: cs_duke2k
spine
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Location: Norwaii
Joined: 26.04.07
Posted on 26-02-2008 06:16
Good stuff, yeah it depends on how much of the old duke feel you want in the map I guess, that kind of steep road was common in duke3D. smiley



Author RE: cs_duke2k
m8nkey
Member

Posts: 144
Joined: 08.01.08
Posted on 31-03-2008 08:16
I've spent the last 4 days refining textures, lighting and the colour scheme. I think it's starting to come together. I've added more variation to the base colour of all textures. Also tweaked the lighting colour.

http://i173.photobucket.com/albums/w57/m8nkey/wip160003.jpg

What do you guys think of the blue luninated areas? I've tried several different colours including red, gold, yellow, orange, green and none of them looked very good in game. At the moment the blue is my favourite.
Author RE: cs_duke2k
spine
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Location: Norwaii
Joined: 26.04.07
Posted on 31-03-2008 09:39
I like the contrast the blue gives to the room, the stripe could be thinner maybe.
About 3 pixels high, so its still there but not so intrusive.
Could be worth a try.


Author RE: cs_duke2k
Kosire
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Posts: 131
Location: Denmark
Joined: 07.03.08
Posted on 31-03-2008 15:56
Dude!!!!!!! I wanny merry you!!! damn it looks gooooood!!!!! smileysmileysmiley
soze_pwned@hotmail.com http://kosire.dk
Author RE: cs_duke2k
moroes
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Posts: 62
Joined: 04.01.08
Posted on 01-04-2008 13:46
wow, your road is ... perfect! smiley
On your last screens I don't know...your textures are good but I don't like the marble floor. Perhaps it's good on the wall but I'm not a fan for this texture on the floor. smiley
And for your lighting I think if you add more contrast on the ceiling it'll be better.
For the blue color I'm agree with Spine smiley


My portfolio
be-moroes@hotmail.com http://www.bidoulmarc.be
Author RE: cs_duke2k
Sam
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Posts: 86
Joined: 31.08.07
Posted on 01-04-2008 15:15
I think the problem is that the marble and carpet clash. Needs a grey metal spacer to divide them.
http://samface.net
Author RE: cs_duke2k
m8nkey
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Posts: 144
Joined: 08.01.08
Posted on 01-04-2008 16:11
Thanks for the feedback guys.

I'm actually a really big fan of the marble. It looks very different in game with normal and specular effects. The arcade area (no screenshots yet) has a wooden floor using similar effects and it doesn't seem to translate well to screenshots either.

I might try a carpet trim down the track.
Author RE: cs_duke2k
m8nkey
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Posts: 144
Joined: 08.01.08
Posted on 27-04-2008 03:57
First post updated
Author RE: cs_duke2k
Sly Assassin
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Posts: 293
Location: New Zealand
Joined: 01.09.07
Posted on 27-04-2008 10:59
dude, just wow, it's looking fantastic!


Racktor@hotmail.com
Author RE: cs_duke2k
spine
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Posts: 565
Location: Norwaii
Joined: 26.04.07
Posted on 28-04-2008 05:31
Yeah that shure is nice lookin' smiley
(I can't see any Ham&Jam mod posters in there, whats up with that?)


Author RE: cs_duke2k
m8nkey
Member

Posts: 144
Joined: 08.01.08
Posted on 28-04-2008 11:28
spine wrote:
(I can't see any Ham&Jam mod posters in there, whats up with that?)


No worries mate. Also have free billboard space and bus stop posters outside. There'll be Texturehub pimpage too smiley

For the posters I can use content from the H&J site or give you dimensions to make your own if you like (I'd prefer you made 'em, less work for me).
Author RE: cs_duke2k
spine
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Location: Norwaii
Joined: 26.04.07
Posted on 28-04-2008 20:50
I could try but your posters look extremly pro, donno if I can match that... smiley
(What size should it be in, could i have one you've made for ref?)


Author RE: cs_duke2k
m8nkey
Member

Posts: 144
Joined: 08.01.08
Posted on 11-07-2008 01:22
I impulsively bought these car models yesterday
http://www.wirecase.com/Low-poly-Vehicles/3D-Low-poly-car-pack_s-5_id-4023.html

I checked them out in Max and they're awesome. Hi Res textures and great looking models, all under 2000 poly.

The EULA is quite confusing though. I'm not actually sure if I can use them or not so I've sent an email to Wirecase to ensure I'm not contravening the EULA.

I explained I'm just a non profit enthusiast and said I'd embed their content in the map. Hopefully it works out.

Here's the EULA
http://www.wirecase.com/terms_s-100_v-100-7.html
Author RE: cs_duke2k
spine
Super Administrator

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Posts: 565
Location: Norwaii
Joined: 26.04.07
Posted on 11-07-2008 10:27
I love the old muscle cars, looking sweet.
Don't think you should have any problems on a non profit map,
especially if they are "baked" into the map.

If you can't use them, what are they made for. smiley


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