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

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Strelok
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Location: In your cupboard.
Posted: 26th Dec 2006 19:05
here is in-game second image.
[img][/img]
tatts
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Location: Ontario,Canada
Posted: 27th Dec 2006 07:30
a house i've been working for the purpose of testing darkights.
the house was made with cshop 4

WindowsXP/SP2, Pentium 4 2.66 GHz, 1GB DDR Ram, Geforce 6600 256MB
tatts
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Location: Ontario,Canada
Posted: 27th Dec 2006 07:31
another

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koolaid 2764
22
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Joined: 30th Sep 2003
Location: Atlanta, Georgia
Posted: 5th Jan 2007 11:43
Here are some pics of recent work and a small segment im just testing out.





Thanks for comments.

P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP
JoshK
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Posted: 7th Jan 2007 09:33




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Olby
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Posted: 7th Jan 2007 17:09
@JoshK - your engine indeed looks very promising. Does the light mapping was done in 3DWS or you use dynamic shaders?

I'm now planning my new FPS game and I now convinced to buy it. I will probably fill out payment docs tomorrow, so I can get down and dirty with 3DWS right now!

AMD Sempron 3.1+ Ghz, 512MB Ram, ATI R9550 256MB Ram, Sound Blaster Live!, WinXP SP2, DirectX 9.0c, DBP 6.2
http://www.myspace.com/producerolby
Zlatan
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Joined: 2nd Jan 2007
Location: Italy
Posted: 24th Jan 2007 00:52
here my under construction castle with 3dws

- GameDesigner
DB newbie
20
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Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 1st Feb 2007 17:06
ok you guys need to make a tut. for people like me that can tmodel stuff like this.

<img src="http://www.boomspeed.com/egraphics/75as4.gif" border="0" title="Adopt_one_today_from_pickle-green.com/egraphics!">
Umbra
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Posted: 16th Feb 2007 03:06
i have a couple of questions.

how do you make the light seem to glow so you cant see the bulb when you look at it? like you cant see the sun cause its so bright

also is it possible to make floors shiney and/or reflective???
Snipa Masta
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Location: Bristol,UK
Posted: 19th Feb 2007 13:46
Both of those things would be handled in the game engine.

WindowsXP Professional, Pentium 4 DualCore 2.8GHz CPU (64bit), 1gb DDR2 RAM, GeForce 7800GTX, SoundBlaster X-Fi (7.1)

Milkshape 3d, Ultimate Unwrap 3d, CharacterFX, Photoshop CS
D3luxe
19
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Joined: 20th Feb 2007
Location: Elonia
Posted: 20th Feb 2007 20:37 Edited at: 26th Feb 2007 19:02
This is my first try with the modeller (3DWS). I know it is easy stuff, but im trying . Any pointers would be appreciated. This is still a WIP too, I still have to actually texture everything and finish the scene, but I whipped this up real quick practicing different things with the modeller.



D3luxe
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Location: Elonia
Posted: 20th Feb 2007 23:04
This is my first try with the modeller (3DWS). I know it is easy stuff, but im trying . Any pointers would be appreciated. This is still a WIP too, I still have to actually texture everything and finish the scene, but I whipped this up real quick practicing different things with the modeller.





if the images dont work, click these links
http://i93.photobucket.com/albums/l57/D3luxe/RoE%20Models/pic1.png
http://i93.photobucket.com/albums/l57/D3luxe/RoE%20Models/pic1.png
Vampiric
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Posted: 26th Feb 2007 17:47 Edited at: 26th Feb 2007 17:55
@D3Luxe are those torches on the columns?

Computer says n00bed
D3luxe
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Location: Elonia
Posted: 27th Feb 2007 00:27
Yeah, thats what they are supposed to be. I didnt put much time into them, I just threw some cones on the wall and put the lights on top of em, but they are supposed to be torches .

I kind of abandoned that little scene anyway, from making some cutouts in the back wall it got too many polygons so it takes literally hours just to render the small scene.

Sorry for the double post too lol, I just meant to edit my other one.
JoshK
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Posted: 17th Mar 2007 18:12


WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440
APEXnow
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Location: On a park bench
Posted: 18th Mar 2007 02:42
Those are cracking looking pylons Josh!! Nice work

Paul.


3-22
Ugh
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Location: USA.. USA..
Posted: 18th Mar 2007 07:34
Nice work..

koolaid 2764 is the blue just Place Holders?

http://arealfive.com/forum/index.php
Visit it, its our forums. Sign up and get information about Operation Airborne.
koolaid 2764
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Location: Atlanta, Georgia
Posted: 19th Mar 2007 00:38
yes Ugh the blue is just my placeholder texture that i use.

P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP
Jeremiah
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Posted: 24th Mar 2007 19:05
You guys are doing some amazing work
AntL
20
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Joined: 23rd Jan 2006
Location: Oklahoma
Posted: 30th Mar 2007 00:20 Edited at: 30th Mar 2007 00:31
This is just a simple map I made using the terrain editor. I set it for 32x32 and fill the whole thing with grass, and some flowers. I added up how much grass and flowers object there was. For the grass - 7200 Objects and the Flowers, i stopped counting at 24. My frames i was getting in 3DWS was anywhere from 60 - 170. Any feedback for this would be great!!

EDIT: I was having some problems with trees, so I took them off for the mean time. The textures didnt line up properly.

Windows XP MCE 2005, Pentium 4 3.0 Ghz, 2048 MB Dual Channeled PC3200 RAM, ATI Radeon 9600 SE 128 MB
Snowwolf
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Joined: 13th Feb 2007
Location: Las Pampas
Posted: 27th Jul 2007 21:45
Ummm don`t know if its the right place to ask such a question but,
how do you guys get those coronas at your lights??!



Lucifer
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Posted: 27th Jul 2007 23:55
here's a medieval town i have been working on in cartography shop..




oh praise the lord, praise furry jesus
JoshK
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Posted: 28th Jul 2007 01:34 Edited at: 28th Jul 2007 10:00
Made in 3D World Studio, rendered in Leadwerks Engine. All lighting is completely dynamic. No lightmaps are used, and every object casts and receives soft shadows.




WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440
Gil Galvanti
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Location: Texas, United States
Posted: 31st Jul 2007 00:53
Quote: "All lighting is completely dynamic."

How? I'm assuming it's done in the Leadworks engine? using what though?


JoshK
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Posted: 31st Jul 2007 23:22
Unified lighting with shadowmaps.

WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440
Sixty Squares
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Location: Somewhere in the world
Posted: 5th Aug 2007 19:39
@Josh K: Wow.

Pheonix Fire
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Joined: 20th Jul 2006
Location: Sony Vegas and DBPro
Posted: 5th Aug 2007 19:46
Here's a map I made in 3D world Studio. It's pretty noobish.
koolaid 2764
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Location: Atlanta, Georgia
Posted: 3rd Dec 2007 08:48
I havent posted any pics in a long while, so here's some pics from a part of level 2 of my game Krizon.











P4 3.2GHZ | 512MB ram | Geforce 5200 256MB | WinXP
The Nerd
22
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Location: Denmark
Posted: 3rd Dec 2007 23:38
Looks very nice! Good job.

ED games
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Joined: 27th Dec 2007
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Posted: 27th Dec 2007 21:33
What engine are you lot using to play your maps because ive created a map in 3d world studio but i cant find out how to play it or run it
Tom J
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Location: Essex, England
Posted: 28th Dec 2007 18:35 Edited at: 28th Dec 2007 19:36
Assumably Dark Basic, Dark GDK or the Leadwerks engine.

// edit: I decided to have a go at 3dws once again, using some of the textures that came with the program, its an empty carpark, with some light rendering done too: //







Red_Devil
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Posted: 23rd Feb 2008 20:51
Wow Josh nice maps

Everyone has brain farts.
TheZag
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Location: Milan Italy
Posted: 10th Mar 2008 20:29
Some screenshots from the map I'm working with...
Argh! It's only ten days I'm learning!

Miguel Melo
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Posted: 15th Mar 2008 14:45
@TheZag: That's pretty good for 10 days.

I have vague plans for World Domination
baconboy2
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Location: Liverpool, UK
Posted: 9th Apr 2008 21:35
This is a very early render of a game' training level that I'm making.
I'll be adding some others later on, but this is it for now!
It's set in the Cold War (1963 to be specific), so if anyone has any good background knowledge of items in the Cold War, please do say!



www.the-anarchy.fusiveweb.co.uk
Leadwerks
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Posted: 5th May 2008 21:17
Didn't know where else to post this, and I didn't want to hijack the newsletter thread.
Leadwerks
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Posted: 7th May 2008 08:25
More happiness:



Adriano jones
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Location: Turn around...
Posted: 30th May 2008 04:32
Ok, Snaz
There's many maps out there, some suck, and some are just GREAT!
And yours considered random? Definitely not.
They're almost better than that of fps creator style, so you should be proud.
-Adrian

Adriano jones
baconboy2
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Location: Liverpool, UK
Posted: 8th Jun 2008 00:20
Oh my days, Leadwerks, those are some insane lightmaps! Im still learning, but one day, I'll be that good! lol
Leadwerks
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Posted: 8th Jun 2008 00:28
The recent screenshots are from my engine, which uses dynamic lighting instead of lightmaps.
Adriano jones
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Posted: 10th Jun 2008 03:55
I'm currently working on a city level. Here's a screenie.

Adriano jones
Homey the Clown
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Posted: 19th Jun 2008 07:28
adriano: i like the layout and think you are heading in the right direction. after level geometry, think about architecture. what makes a building sturdy and physically appealing? if you ever play grand theft auto 4, that game has very nice architecture and there is a lot of attention to detail. play some of the game or google image 'cities'. overall you doin alright. keep up the good work.

Homey

"I don't think so... Homey don't play that."
-Homey D. Clown
Intel Pentium 4 2.4Ghz processor,512MB Ram,GeForce4 MX 4000
Adriano jones
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Posted: 23rd Jun 2008 00:33
Here's a few more city screenies. Here's the first one. And homey, I've played GTA 4, and yes the architecture is great but making it in 3D World Studio is a different matter.
-Adrian

Adriano jones
Adriano jones
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Posted: 23rd Jun 2008 00:34
Second one.

Adriano jones
Adriano jones
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Posted: 23rd Jun 2008 00:34
The last city screenie. Homey, would you recommend cartography shop for better maps and stuff?
-Adrian

Adriano jones
Adriano jones
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Posted: 23rd Jun 2008 00:35
Here's a new project I'm working on. It's a park, and I tried keeping it as natural as possible, not to stuff everything inside.
-Adrian

Adriano jones
Homey the Clown
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Posted: 25th Jun 2008 20:19 Edited at: 25th Jun 2008 20:30
believe it or not, 3d world studio is an upgrade(major) of CShop 4. Leadwerks just gave it a different name. they both have very similar layouts except 3d world studio just offers more. Well the majority of my maps are indoor but im sure designing the maps revolve around the same principle.

what i do for designing levels is:
- Planning
- What is the purpose?
- what makes it stand out from the rest?
- figure out a reason why you cant just add it
to a previous level
- what is the look and feel or ambience?( you want to extract
feeling and emotion from the player)
- i.e. GTA4's last island feels crummy and wastelandish. why is
that?
- your level/city should have a gimmick to it...something that
the player will remember your map by
- i.e. GTA4's "times square", railway tracks on the first island
- Design
- Draw out a rough sketch of the layout on paper and try to
visualize the flow and any noticeable problems
- what is going to happen in the level? scripts? storyline?
- write down what items, enemies, or entities will be needed and
where
- write down what meshs or other objects you might need.
- i.e. im planning out a new game that takes place in a deserted
and near-destroyed city so some prefabs i might need are
street signs, highway signs, garbage dumpsters, street cones,
street barriers, etc.
- Execute
- layout the simple geometry of the level or the flow
- add some lights as you go
- start texturing your geometry
- detail,detail,detail
- make sure most buildings look different architectural or
geometry-wise.
- add a few different textures to it
- put in interesting architecture
- add prefabs like the ones i mentioned
- add your entities and fine tune your light settings
- create high resolution lightmap (optional)

thats pretty much how i do it. for prefabs you should probably use a 3d modeller and import the files into 3d world studio. there are some free ones out there but i prefer milkshape 3d ($20 USD). Very reliable, flexible, and has a solid easy to learn layout for modelling. just food for thought. I can try to give you an example of what i mean but give me until the end of the weekend or something because ill probably be starting from scratch. if you got questions just ask. oh ya, i posted my own screenshots a couple of pages back on this thread. forgot the page and not sure if it is still up but its worth a shot im sure.

edit: im on page 16 about the middle of the page. it was a simple hallway i put together...no complete level unfortunately

Homey

"I don't think so... Homey don't play that."
-Homey D. Clown
Intel Pentium 4 2.4Ghz processor,512MB Ram,GeForce4 MX 4000
Adriano jones
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Posted: 26th Jun 2008 05:25
Thanks dude. I know, I saw your map. It looks pretty good. I'm not joking.

Adriano jones
Adriano jones
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Posted: 26th Jun 2008 05:26
Oh, and I already have Milkshape; just working on actually learning it.Anyways, any feedback about my park or city anyone?

Adriano jones
Homey the Clown
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Posted: 30th Jun 2008 18:22
@adriano: ok so, i havent really gotten around to finishing it BUT i have started and almost done modeling it. i just need to make a few textures. im making it as a prefab so no city...just a building. right now im at work so i cant really show a preview of where im at in the process.

homey

"I don't think so... Homey don't play that."
-Homey D. Clown
Intel Pentium 4 2.4Ghz processor,512MB Ram,GeForce4 MX 4000

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