Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / [WIP] FPS map

Author
Message
Phaelax
DBPro Master
23
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 16th Jun 2005 00:00 Edited at: 16th Jun 2005 00:06
Untextured for the most part, here's a look down a hallway that's just about complete. So far, that entire hallway (1 side :-p) is under 900 polys. Does that sound acceptable so far? Or should I try to optimize it more?



PETA - People for the Eating of Tasty Animals
Phaelax
DBPro Master
23
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 16th Jun 2005 00:59 Edited at: 16th Jun 2005 01:00
Here's a textured version now


PETA - People for the Eating of Tasty Animals
Evil stick
21
Years of Service
User Offline
Joined: 27th Mar 2005
Location:
Posted: 16th Jun 2005 01:01
cool, very cool
Mitchell
22
Years of Service
User Offline
Joined: 1st Mar 2004
Location: The Netherlands
Posted: 16th Jun 2005 01:05
I dunno. It's a nice model. I think the texturing could be better though. Maybe make some sort of blending between them, in a way that it looks oldish, and a little damaged.

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
Raven
21
Years of Service
User Offline
Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 16th Jun 2005 01:07
with levels the best place to start is shape... texture detail unless it calls for something more complex then use a sperate model.

worlds themselves should always be kept relatively clean. this is mainly so the player can move around without horribly inaccurate collision to keep the portals clean.

what you want to try and do is create worlds where your just making the "rooms" for people to be in... the main detail should come from models.

Look at other FPS for inspiration in this respect.
Personally before I set out on creating an FPS level, I know sketch down major locations before trying to create it; then I'll let my imagination help me figure out how to link it all together.

Trying to be creative about it while making the player feel that the area is real and function is hard. When I first started in Quake like geez .. well back in '94 I used to just do it by-eye; but you get overwhelmed quickly.

It's also hard to optimise. While sections might look good, you have to think about how it'll composite in your head; what sort of end performance it'll have.

So it does depend on the engine what can be handled. Doing some test levels first might be a good idea.

QuothTheRaven
23
Years of Service
User Offline
Joined: 2nd Oct 2002
Location: United States
Posted: 17th Jun 2005 09:15
It looks quite nice so far. However, trying to get it with a lightmap into DBP will cause you a lot of anguish.

G Man
21
Years of Service
User Offline
Joined: 17th Nov 2004
Location:
Posted: 17th Jun 2005 10:46 Edited at: 17th Jun 2005 10:47
Au contraire! Just import it into DeleD and run their light mapper over it. Then you export it to a .DBO file and viola! Lightmapped level.

I would however scale down the texture you used on the pipes. The corrosion pits look a little too large for the scale of the model.

Intel Pentium 4, 3.4GHz, 1280MB RAM, NVidia Quadro FX3000/256MB, 240GB HD, XP Pro
Lord Adon
21
Years of Service
User Offline
Joined: 16th Jun 2005
Location:
Posted: 17th Jun 2005 12:33
awsome
i give it...... five stars up!


Baggers
22
Years of Service
User Offline
Joined: 31st May 2004
Location: Yonder over dem dere hills
Posted: 18th Jun 2005 22:59
Phaelax: Nice work but I always like purpose in models.
Why would they install both red and green lights on a wall?...they are relativly low luminence yet they are put on every beam...if it were for emergencies then surely it would only come on when needed.
Also red and green are generaly colours of alert..red obvious is danger and green safety.
Finally The wall is very clean compared to the pipes and supports...this makes the textures not seem to fit together.

I know this is amazingly picky and critical, but logical thinking can make a simple set incredably belivable in relativly little time.

Hope you dont think im too critical !
Very good modeling work though.

Phaelax
DBPro Master
23
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 19th Jun 2005 10:59
thx baggers. why do i have lights? cause i wanted something glowing. the brick wall is just the max texture, dont have my own set for it yet.



PETA - People for the Eating of Tasty Animals
Seppuku Arts
Moderator
21
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 19th Jun 2005 20:03
Looks nice, as already mentioned, the texture is lil off. And the lighting could be a lil bit darker for the sinister effect, at the moment to me its not evil enough. Other than that its a great scene

RUCCUS
21
Years of Service
User Offline
Joined: 11th Dec 2004
Location: Canada
Posted: 19th Jun 2005 23:43 Edited at: 19th Jun 2005 23:46
Darker? Isnt this about Flower Picking in the Sun?

You can't really suggest how to change the effects in the level until you actually know what the game is about, unless he said it and I missed it o.O

Give us some storyline so we can give more comments! If there's a demon loose eating everyone and you're in the tunnel it lives in, then there should be some blood on the walls, but if youre in the bottom hull of a space craft searching for an energy crystal then it should be more modern...see what I mean? We dont know how it is meant to look so we cant comment on how it should look.

Either way, thats a pretty good polycount and it looks pretty good, could be better, but could be a lot worse too. If this is just a small hallway that people run through for a few seconds then I wouldn't pay attention to small details but if it's important to the story then yeah edit the textures to blend with eachother (I know you said theyre temporary 3ds max ones but either way just giving opinion).


Current Projects: SHADE - Game Maker | Mecho - TGC Puzzle Entry | Halo Physics Engine | RovaR - Polygonal Collision Detection
Phaelax
DBPro Master
23
Years of Service
User Offline
Joined: 16th Apr 2003
Location: Metropia
Posted: 20th Jun 2005 06:15
nah, no story, no particular game either. just me being bored.

PETA - People for the Eating of Tasty Animals
ALPHA ZERO PRODUCTIONS
22
Years of Service
User Offline
Joined: 28th Sep 2003
Location: Mom ! I forgot where we live !
Posted: 23rd Jun 2005 02:09
nice stuff

Login to post a reply

Server time is: 2026-07-17 22:13:13
Your offset time is: 2026-07-17 22:13:13