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Topic: [WIP]Unnamed??? |
| Vistrum |
General Member Since: Jan 2, 2007 Posts: 146 Last: Mar 12, 2010 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Tuesday, Jun. 10, 2008 07:12 am |
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| SporadiC |
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General Member Since: Feb 23, 2008 Posts: 159 Last: Jan 3, 2011 [view latest posts] |
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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| batistablr |
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Preferred PLUS Member Since: Jul 13, 2005 Posts: 2066 Last: Dec 23, 2015 [view latest posts] |
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| Vistrum |
General Member Since: Jan 2, 2007 Posts: 146 Last: Mar 12, 2010 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Wednesday, Jun. 11, 2008 12:34 am |
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Quote: looks awesome, is mp_unnamed the final name? :P
No, I'm actually open to suggestions for names... I am hoping for something that would be significant, not just a simple little name...
Quote: you see how there's atmospheric perspective (the further away something is, the more blueish/fogged it becomes) but it doesnt affect the skybox? this makes stuff look flat against the background...
This irritates the hell out of me. I'm trying to figure out a way to blend the fog better... It's very time consuming so it may take a while for me to get this worked out.
Quote: A bit of dirt etc and grass overlapping the road would be great, maybe some small rocks at the side of the road nearer the hill. Grass models? Lots of them would be good with darker thinner grass nearer the road.
I've been slowly working on this, it's kindof hard to though because the edge of my road is a decal put on grass, and I dont yet know how to layer decals, or even if it's possible.
Quote: How about ivy hanging on the powerline masts?
As of right now, there are no powerlines :P. I do plan to add them in the future, though.
I'm thinking I'll finish the inside of the map, do a rough background for the map and then maybe do a release on my clan's server for the public to see and give some ideas/opinions. Also, any tips on how to blend the water better with the ground (8th screenshot down) would be appreciated... Havent quite worked that out. |
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| Vistrum |
General Member Since: Jan 2, 2007 Posts: 146 Last: Mar 12, 2010 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Tuesday, Jun. 17, 2008 02:34 am |
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| DeekCiti |
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General Member Since: Mar 13, 2008 Posts: 1293 Last: Jul 9, 2016 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Tuesday, Jun. 17, 2008 04:44 am |
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The map looks sweet! Very nice work.
One thing I'd like to comment on is the fog, like Post #2. I don't like using Exp Fog settings because of what he mentioned there, but I think I have something for you to try. It is another way of adding fog to your map, and you can play with it a little.
Comment out your set expfog settings there in your mp_mymap.gsc. Try using what I've got here instead, just for a test, you may like it.
Somewhere in your mp_mymap.gsc slap this in...
Code: //Fog Values
level.fogvalue["near"] = 300; //100
level.fogvalue["half"] = 1500; //15000
/*
level.fogvalue["r"] = 20/256;
level.fogvalue["g"] = 30/256;
level.fogvalue["b"] = 38/256;
*/
level.fogvalue["r"] = 0/256;
level.fogvalue["g"] = 0/256;
level.fogvalue["b"] = 0/256;
setExpFog (level.fogvalue["near"], level.fogvalue["half"], level.fogvalue["r"], level.fogvalue["g"], level.fogvalue["b"], 0.1);
level.fogvalue["near"] = 100;
level.fogvalue["half"] = 4000;
setExpFog (level.fogvalue["near"], level.fogvalue["half"], level.fogvalue["r"], level.fogvalue["g"], level.fogvalue["b"], 20);
Go ahead and play with it. These settings will darken the map up, and not make trees and houses turn white at a distance. Try it out and let me know what you think. |
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| techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Tuesday, Jun. 17, 2008 09:14 am |
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I would alpha blend the edge of the grass that is touching the water into a greyish mud texture, this will help define the edge of the water better and make it look like its eroded away the top soil.
Also pond weed in the water will help break it up more.
For your road I would suggest using the same non alpha grass texture on the road, but then just select the patches that make up the road, copy them, select a nice looking dirt alpha texture, hit Y and alpha blend the edges, its simple and does the trick.
Oh and I thought that was a powerline mast, but its a radio tower or somthing?
With the fog settings it might be an idea not to use fog at all, but do more like DeekCiti said and darken the map then add some mist/fog effects manually into areas like the pond.
Good luck, its looking good, bring us some more screenshots. |
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| Vistrum |
General Member Since: Jan 2, 2007 Posts: 146 Last: Mar 12, 2010 [view latest posts] |
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Category: CoD4 Map + Mod Releases Posted: Tuesday, Jun. 17, 2008 09:35 pm |
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Quote: For your road I would suggest using the same non alpha grass texture on the road, but then just select the patches that make up the road, copy them, select a nice looking dirt alpha texture, hit Y and alpha blend the edges, its simple and does the trick.
I've tried doing this, the only problem is, the edge texture of my road is an alpha texture... Other alpha textures will not sit on top of it properly. I have found that I can blend the edge of the road with the grass, and then put a grass alpha on top of the road and blend it to match the edge.
Quote: Oh and I thought that was a powerline mast, but its a radio tower or somthing?
Yes, it is a radio tower. It doesnt seem to fit in the map very well so I'm contemplating removing it. I'm also having troubles with my reflections off the water; it looks like the reflections are about 45-degrees off counter-clockwise |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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