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3D World Studio / [STICKY] Post screenshots of maps you working on here.

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Megaton Cat
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Posted: 4th Oct 2005 03:54 Edited at: 4th Oct 2005 03:55
woo thanks for the link EFX. I hadn't heard of this wadfather untill just now. I got those textures from another guy's site.


The future is here, and I can't afford it.
EFX
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Posted: 4th Oct 2005 04:08
Yer welcome. Also, I love your new way of lighting your maps. It's very unique, I don't believe I've seen such before. Here's my attempt at the style as I saw it:



Instead of using one light to illuminate the whole scene, I used a light per every major grid unit, and varied their heights slightly to give it a less blocky/replicated look.

-
JoshK
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Posted: 4th Oct 2005 04:18 Edited at: 4th Oct 2005 04:19
He's got a lot of regularly spaced lightsource meshes, like lampposts and halogen lights, which makes it look much more natural.

Where exactly are those sci-fi textures? They are pretty good.

WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 512 MB of RAM, GEForce4 MX 440
Deadwords
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Posted: 4th Oct 2005 05:08
Quote: "http://www.planethalflife.com/wadfather/"

the problem is, the textures are in the Half-Life texture format, WAD

Quote: "I hadn't heard of this wadfather untill just now. I got those textures from another guy's site."

Megaton Cat can you post your link, because i said above they are in WAD format in the real site.

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
JoshK
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Posted: 4th Oct 2005 05:28
Wadfather usually has them in lots of formats.

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Deadwords
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Posted: 4th Oct 2005 05:38
Josh, yea i haven't see that. The problem is, i must have a FilePlanet subscription

So, Megaton Cat, can you post your link?

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Rodan
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Posted: 4th Oct 2005 19:20
Hey megaton cat. Do you use 3d world studio for the lighting or do you use guile[s]?

Thanks for that link it will be very helpful.
Megaton Cat
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Posted: 4th Oct 2005 20:30 Edited at: 4th Oct 2005 20:32
Hello!

I use Gile[s] for lighting. Cshop lighting is a joke for full game levels.

Here is the link to those delicious textures My secret's out

http://www.planetquake.com/hfx/textures.html

Wadfather is no use since you need a fileplanet account which is not free. But if you look hard enough...


The future is here, and I can't afford it.
Deadwords
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Posted: 5th Oct 2005 01:33 Edited at: 5th Oct 2005 01:44
Quote: "I use Gile[s] for lighting. Cshop lighting is a joke for full game levels."

i see that. CShop lights are just bad. you dont have 3DWS already? lights are extremly good.

Quote: "Here is the link to those delicious textures My secret's out "

we will not die to this
thanks a lot!!!

EDIT: Nooooooooooooo! I've got the same problem than the first link, i'm not a FilePlanet user, it cost 10$ per month

EDIT 2: Yeaaaaaa! I got how, right-click>save... but some of them are really low-res (256x256)

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Chenak
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Posted: 5th Oct 2005 02:14
megaton, you can get a free account with fileplanet, they just advertise it to make you think you have to pay. There are free servers, but you prolly have to que up of course
JoshK
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Posted: 5th Oct 2005 08:55 Edited at: 5th Oct 2005 08:57
I am working on the DBO exporter, so it will look the same as this.

These textures and meshes will be on the CD:



WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 512 MB of RAM, GEForce4 MX 440
re faze
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Posted: 5th Oct 2005 09:08
include a coupla outdoor city textures too plz.

you dont beat the system. the system beats you.
Megaton Cat
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Posted: 5th Oct 2005 16:48
Skalex: 256x256 are perfect for dbp. I use 256x256 textures for every single one of my maps.

If you wanna develop for the Unreal or Source engine, then go ahead with 512x512

Quote: "you dont have 3DWS already? lights are extremly good."


I only have the beta I believe...don't think that has lights.

Quote: "megaton, you can get a free account with fileplanet, they just advertise it to make you think you have to pay. There are free servers, but you prolly have to que up of course"


Can you direct me to some kind of link please?


The future is here, and I can't afford it.
Rodan
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Posted: 6th Oct 2005 00:15
Actually fileplanet does require you to pay. At least I haven't been able to find a link that doesn't require that. If you have one let me know.
Deadwords
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Posted: 6th Oct 2005 00:41 Edited at: 6th Oct 2005 00:43
I got it guys! https://login.fileplanet.com/login.aspx?r=http%3a%2f%2fwww.fileplanet.com%2fgsid.aspx&sl=

EDIT: Sorry because of the "https" the [ href ] cases dont work

EDIT2: I'm registrated

=-{SKaleX}-= Current Projects: -Insane Killer-=-Chaos Zone-
Rodan
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Posted: 6th Oct 2005 05:04
Thanks skalex for the link. I now have all the textures I'll ever need

To bad Cshop or 3dws doesn't support .wad textures.
EFX
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Posted: 6th Oct 2005 08:59
Alrighty, logged into fileplanet and DL'ed an awesome little pack from the same person who made the textures Megaton Cat was using earlier. And an awesome little map is starting to develop (my castle fascination burst open again). Here's the first half/hour of work so far (no lighting, but I thought it looked awesome even now):





I'm gonna keep working on this later, and have more detailed shots coming soon, YAY .

-
JoshK
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Posted: 6th Oct 2005 09:02
Nice to see people utilizing the mod community.

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Megaton Cat
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Posted: 6th Oct 2005 20:31
Great, there goes my castle pack. =/


The future is here, and I can't afford it.
OldRod
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Posted: 7th Oct 2005 00:00
Quote: "To bad Cshop or 3dws doesn't support .wad textures."


There are several free programs around that can pull the textures out of wads so CShop can use them. At least there were back in the Quake1 days. I assume you can still find them.

I think Wally used to be able to pull textures out of .wad files.
re faze
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Posted: 7th Oct 2005 00:45
where is snaz?

you dont beat the system. the system beats you.
EFX
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Posted: 9th Oct 2005 15:15 Edited at: 9th Oct 2005 15:16
Here are more shots of my test castle using mod community textures:

Here are the original screencaps: http://www.efx-designs.com/cshop/screenshots/screenshot65.jpg
http://www.efx-designs.com/cshop/screenshots/screenshot66.jpg

And here are the new ones:













-
Megaton Cat
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Posted: 9th Oct 2005 15:48 Edited at: 9th Oct 2005 15:51
Now you're learning!

Now I want to see an actual completed and playable level from you.


The future is here, and I can't afford it.
JoshK
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Posted: 9th Oct 2005 19:11 Edited at: 10th Oct 2005 00:48
Very good. Your design has a flow and a purpose.

I think the beams should use a different texture than the ceiling.

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koolaid 2764
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Posted: 13th Oct 2005 09:29
Heres a pic of the bridge im working on for the weekly map comp. I decided to take part in it.

3.2ghz Pen4, 512mb ram, Geforce fx 256mb:only the beginning
Gil Galvanti
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Posted: 17th Oct 2005 01:26
Ok, here's some of a "Jedi Academy" type thing I've been working on. First, yes, i know im a terrible map maker in CS4, lol. Second, i would try lightmapping, but i cant get it to work , so that takes away from my already crappy maps. Anyways, all hints on how to make better maps is appreciated.





Video games…they take you places unreachable, unfeasible. Putting you in the book...putting you in the movie...putting you in a world, that before could only be imagined. expage.com/piratesmainpage.
The Nerd
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Posted: 17th Oct 2005 10:41 Edited at: 17th Oct 2005 10:42
@Gil Galvanti:

I know that DarkBasic has some problems with the lightmapper sometimes, but the level is pretty dark. So try to set the ambient light to 100 or something. the command is


PanzerGameshere
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JoshK
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Posted: 17th Oct 2005 17:53
You should set any lightmapped object to full brightness.

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Rodan
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Posted: 17th Oct 2005 18:18
Those levels aren't really all that bad, they just need the lighting and some new textures and they would look alright. The textures you are using right now are just really blurry.
AndyBth
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Posted: 19th Oct 2005 19:51
Hi I just stumbled upon this site yesterday and got real intersted in the Dark Game sdk and will probably buy it. And must say i´ve seen some really great work here keep it up!
koolaid 2764
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Posted: 21st Oct 2005 06:35
Heres a pic from a map im working on for my game.

3.2ghz Pen4, 512mb ram, Geforce fx 256mb:only the beginning
JoshK
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Posted: 21st Oct 2005 07:00 Edited at: 21st Oct 2005 07:02
Is it just me, or did map quality just double when the new editor came out?

I myself am working on my first full-size map in WS. It's a symmetrical capture the flag-style map with lots of pipes and high tech industrial stuff. It's not one little room, it's a big, complete map, with about 80,000 polygons right now.

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APEXnow
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Posted: 21st Oct 2005 13:34
Quality maps from quality mappers with a quality mapper


Home of the Cartography Shop - DarkBASIC Professional map importer
Megaton Cat
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Posted: 21st Oct 2005 16:40 Edited at: 21st Oct 2005 16:41
Quote: "with about 80,000 polygons right now."


I'm interested...what are your plans regarding getting it into a game engine? 80k is kinda big...(atleast for me)

What alot of people in this forum need to realize (Especially EFX) is that rather then focusing on creating fancy detailed 1-room scenes, you gota try to make a fully playable and explorable deathmatch or adventure map.

That is what I try to focus on rather then simply making pretty mesh.


The future is here, and I can't afford it.
JoshK
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Posted: 21st Oct 2005 19:35 Edited at: 21st Oct 2005 19:53
Megaton Cat, you are right about full map design. First, lay out the shape of the map with brushes. Then go through and fill in details with meshes. This will make it much easier to design each area, because you know where the map goes, and it already has flow.

I am designing this map as a symmatrical CTF-type map. I am going to design 1/4 of it, and then just copy and mirror it four times. Because I first created the shape of the map with brushes, I was able to design all this in a couple of hours.

The rooms are divided up into visgroups, so I can show and hide them if I just want to work on one area.


Here's one of the meshes I designed for it. It would be silly to try to design something this complex with brushes. I just model it once in max, and create an instance of the mesh anywhere I need it. If I decide I want to change the mesh a little bit, I can overwrite the old one, and the map will just load the updated mesh.


WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 512 MB of RAM, GEForce4 MX 440
Gil Galvanti
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Posted: 23rd Oct 2005 05:22
Quote: "The rooms are divided up into visgroups, so I can show and hide them if I just want to work on one area."

wait, is this a CS4 feature? What are visgroups? I've never heard of them

Video games…they take you places unreachable, unfeasible. Putting you in the book...putting you in the movie...putting you in a world, that before could only be imagined. expage.com/piratesmainpage.
The Nerd
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Posted: 23rd Oct 2005 12:49
Quote: "wait, is this a CS4 feature? What are visgroups? I've never heard of them"


There are also visGroups in Cshop 4

PanzerGameshere
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Advancement Games
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Posted: 23rd Oct 2005 17:37
I am getting 3dws on monday, and I can hardly wait. On the demo 5.31, it does not lightmap, but I pressed the lightmap button and it does go through and lightmaps without showing it, and it to 0:00:55 with 3dws instead of 1:35:42 with chsop! I love 3dws.
JoshK
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Posted: 23rd Oct 2005 18:48
You have to switch to a render mode that shows lighting.

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Advancement Games
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Posted: 24th Oct 2005 01:48
Oh, thanks for the info, I will do that.
Gil Galvanti
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Posted: 25th Oct 2005 02:12
cool, how do you do visgroups in CS4?

Video games…they take you places unreachable, unfeasible. Putting you in the book...putting you in the movie...putting you in a world, that before could only be imagined. expage.com/piratesmainpage.
Vues3d on Kalimee
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Posted: 26th Oct 2005 14:55
Level 7 model...
Still in progress...







Advancement Games
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Posted: 28th Oct 2005 22:29
Good job! I like the level so far.
Robin
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Posted: 28th Oct 2005 22:34 Edited at: 29th Oct 2005 14:00
Here's a staircase I'm working on as part of a bigger level (A run down factory). I think it needs some better textures on the steps though:

http://forum.thegamecreators.com/xt/xt_apollo_pic.php?i=690340
Robin

http://www.robinsgames.com | [email protected]

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Wired203
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Posted: 28th Oct 2005 23:41
Not really the texture on the stairs that throws it off as it is the coloring of the texture not matching the rest. Get the colors to match between textures and I am pretty sure you will be a happy camper.
kaylon
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Posted: 29th Oct 2005 02:31
As I'm still only have the demo (waiting for reg key) I thought I'd post these here (on the leadwerks forum also) as they are now gone forever ..

A small street scene...first time using the app so was just messing around finding out where things were etc..about 40 mins.



And this was done just to see if I could make it in 3dws ...a Spiral ramp inside some tower...



K.
Rodan
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Posted: 29th Oct 2005 06:16
HOLY POOO! That is amazing Kaylon!

And robin like he said I think the stair texture is a little too green.
Robin
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Posted: 29th Oct 2005 13:59 Edited at: 29th Oct 2005 14:00
That looks pretty cool!
Here's an update screenshot - made the texture on the steps a bit better:

Robin

http://www.robinsgames.com | [email protected]

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re faze
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Posted: 30th Oct 2005 21:48 Edited at: 30th Oct 2005 21:53
here's a parking lot im working on


Im trying to make good use of the mesh import utility, would be nice if i could import binary x, because there are no batch tools for .x => .x conversion and 3dws doesnt load .x meshes generated with the dbp save mesh command

koolaid 2764
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Posted: 31st Oct 2005 07:02
Here's a top view of the facility im working on for the intro for this game( solid/non textured ).

3.2ghz Pen4, 512mb ram, Geforce fx 256mb:only the beginning

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