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 Post subject: Ye Olde England
PostPosted: Thu Nov 04, 2004 4:09 pm 
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I'm making a map using all non-doom3 textures.
Some from pictures taken by me on holiday last week :)

Image

More for fun than anything else. It will be a single player zombie slaughter type map with maybe some time travel element to explain modern weapons in an 1800s style map :P

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PostPosted: Thu Nov 04, 2004 4:49 pm 
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Nice looking map there. Have you made any of those textures yourself?

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PostPosted: Thu Nov 04, 2004 4:56 pm 
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rgun wrote:
Nice looking map there. Have you made any of those textures yourself?


alot of them look farmiliar to me. the one on the upper left house I swear I have seen on the net in a free texture site.

Curious dante_uk are you taking advantage of the normal maps and materials to add some detail


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PostPosted: Thu Nov 04, 2004 5:03 pm 
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mage150 wrote:
alot of them look farmiliar to me. the one on the upper left house I swear I have seen on the net in a free texture site.

Curious dante_uk are you taking advantage of the normal maps and materials to add some detail


heh, the street textures were taken from http://www.doom3world.org/phpbb2/viewtopic.php?t=6362&start=40

The one on the left is mine, and the one on the right is rich_is_bored's. :) Not complaining or anything, just think it's funny.

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PostPosted: Thu Nov 04, 2004 7:40 pm 
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Very nice. If those are the textures you guys made, nice work on those also


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PostPosted: Thu Nov 04, 2004 8:05 pm 
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nice work dude

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PostPosted: Fri Nov 05, 2004 12:38 am 
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Yep, some are from a free texture sites, some are from here (like the cobbled street fan patten, a great texture and the inspiration for making the map in the 1st place, so many thanks to rich_is_bored, and credit due to rgun for one of the ground textures), actually none of my original textures are in that screen shot above.

Here's an example of textures I've made:
Image

I'm using gimp to create the normal maps.

When I've finished and made normal maps for the rest ( need to rescale some of the textures because there appear too big in game ) then I'll properly make a pk4 and host it somewhere.

The main building on the left is using a couple of my textures. It's a plain wall at the moment, I've got to add the windows and other details.
Image

As I said source from my own photos taken in the lake district last week.

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PostPosted: Fri Nov 05, 2004 4:11 am 
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the tiling size of those cobbles of rich_'s in the 1st set of shots is massive..!! You could probably get away with reducing them to about 1/3 or 1/4 their current size and they'd still look ok (would fit the scale of the other textures as well)

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PostPosted: Fri Nov 05, 2004 6:17 am 
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Yeah my stone texture does look quite big in those shots. Is that the default scale?

Anyway, top notch looking stuff man. :)

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PostPosted: Fri Nov 05, 2004 10:20 am 
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kat wrote:
the tiling size of those cobbles of rich_'s in the 1st set of shots is massive..!! You could probably get away with reducing them to about 1/3 or 1/4 their current size and they'd still look ok (would fit the scale of the other textures as well)


Yes, I haven't resized the cobbles but I think I will.

The small slatted roof over windonw in the shot above is actually a photo of an actual slatted roof over a window, scaled to fit a brush that's a fairly close match to the shape of the orginal roof. The stones to the side and between the windows is also the single texture made from the orginal photo of the same house.
The hard part is putting something behind the glass, that the moment there is a small room with a light and pentagram texture on the walls. I don't want/need to be able to enter this house but just having black windows looks bad. Maybe I should create a net curtain texture and put that behind the glass.

Another problem in the house above is that my texture doesn't tile. If you look closely at the center of the house you'll see a line running down the middle where the textures don't line up. That's because I was lazy and used the same texture for left and right and just rotated 180 degrees. I'm hoping to hide most of the join with windows and extra detail.
BTW the door to the house will be at the side, not the front.

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PostPosted: Fri Nov 05, 2004 5:40 pm 
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Those screenshots remind me a lot of the Half-Life type scenes they use for multiplayer.

That isn't necessarily a bad thing, mods like this could well help Doom 3 compete successfully with Half-Life 2 when it comes out.

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PostPosted: Sun Nov 14, 2004 2:34 am 
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two suggestions:

the corner blocks would work better as separate alpha channelled shaders in their own right (offset via the shader to avoid z-fighting) - this would allow you to use a single continuous texture for the rest of the wall and avoid that sharp line where the two wall textures meet in the middle in this screenshot:

Image

secondly, i don't think you really need a spec map for the stonework since it makes it look smooth when really it should look rough. a sharper & higher contrast normalmap would probably accentuate the roughness.

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 Post subject:
PostPosted: Wed Nov 24, 2004 7:28 pm 
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Looks cool :) I'd love to play this one...

[EDIT]removed the sign image for now, can you remove it from your profile.. there a sticky topic in 'Lets Talk abouts it' as to why and what not. Thanks >kat<


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 Post subject:
PostPosted: Fri Dec 03, 2004 6:11 pm 
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Still working on this. Took time off to complete HL2 :D

Image

NOTE: Spent a lot of time on the light inside the tudor house on the right. The light shine though the windows and flicker and cast shadows of the window frames on the cobbled path outside. I think it looks cool. The cobbled street has been cut into piece to stop too many lights hitting it. FPS is okay ( just about on my GF FX5900).

Behind the player in this shot is a church. I'm working on get the geometry right first, then I'm going to add some grave stones, then the finishing touch for the church yard will be some fog.

I've played a little with fog and I've not found anything very useful so far, I'm looking for a low level ground fog, I don't mind if it completely hides the weak grass texture I'm using :)
Anyone any suggestions?

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 Post subject:
PostPosted: Fri Dec 03, 2004 7:51 pm 
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Only 2 ways I can think of.

1. Shallow ambient light volume w/fog shader placed close to the ground. But that will surely make your ground cobblestone shaders look like crap because ambient light absolutely kills bumpmap and specular rendering.

2. A custom particle shader with very slow moving, low rising, medium density white steam. But.. since func_emitter's are point entitties, you'd have to put a truckload of them in your map and this would surely incur a large FPS penalty during gameplay.

It's a tough problem for which I'm not sure whether there's a solution or not. I hope there is though.

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PostPosted: Fri Dec 03, 2004 9:04 pm 
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Eutectic wrote:
Only 2 ways I can think of.

1. Shallow ambient light volume w/fog shader placed close to the ground. But that will surely make your ground cobblestone shaders look like crap because ambient light absolutely kills bumpmap and specular rendering.

2. A custom particle shader with very slow moving, low rising, medium density white steam. But.. since func_emitter's are point entitties, you'd have to put a truckload of them in your map and this would surely incur a large FPS penalty during gameplay.

It's a tough problem for which I'm not sure whether there's a solution or not. I hope there is though.


I'm using simple grass texture for the church yard so I don't care iabout bumpmaps ( I properly take them off anyway ).
Particles will kill it I'm sure.

I'm think of using a different texture than the supplied fog textures and then place the light/fog ground level and have it raise up.

It's looking possible. I'll another pic if works.

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PostPosted: Fri Dec 03, 2004 10:02 pm 
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17 FPS :shock:


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PostPosted: Sat Dec 04, 2004 1:20 pm 
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geX wrote:
17 FPS :shock:


That was in windowed mode, with PSP, Firefox and a few other things running too.

Running fall screen without the other crap it runs a lot better. :)

Map is current on hold while I work on the "Doom3 Can Do It Too" project:
http://www.doom3world.org/phpbb2/viewtopic.php?t=7759

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