Posted: Wed Apr 11, 2007 11:16 am Post subject:
New terrain work
Subject description: all about terrain enhancers
here's the first set I've done... junk-on-ground. It kinda confuses me sometimes, when resources become scarce some of them look like the junk resource I've done .
new terrain work.PNG
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Posted: Mon May 14, 2007 3:22 pm Post subject:
NEW terrain artwork: the Lao Tze dam
I finally got my pc to stabilize.... but for some reason it doesn't allow 3d modelling programs... something to do with 'refusing to update dx7.dll' or something like that. anyone knows how to fix that? I installed dx 9.0 but same shit happens.
anyhow, I've been working at some projects whenever I get inspired or when I'm not doing anything important; and here's what I've been at since yesterday....
it's made with MS paint and textured in photoshop... behold.. the
dam of "Dam town"
Overview: When the world caught fire, millions and millions of people perished. majority of these people lived in the metropolises, which were immediate targets of the factions involved in the apocalypse. majority of the people living in the countryside perished as well... the result of intense fallout radiation.
The Chun Jie Dam for some reason however suffered less radiation than the surrounding areas. Some civilians who fled their homes seeking shelter just as the bombs started falling were fortunate enough to stumble across the Dam's facility; eventually taking shelter inside. many of these people along with the Dam's personnel made the Dam their home. Some of them tried to return to their towns and take a look at what happened to the world after the firestorm has passed, but these people were never heard of again.
decades later, 'Dam Town' as it came to be called held out as a shelter for the descendants of the original survivors. The Chung Jie dam proved to be quite a providence: as it was, for some reason, equipped with a water purification device, which enabled the inhabitants to purify the contaminated reservoir water.
noteS:
I want to hear suggestions on the dam, what is it lacking? don't worry about the control center and the facilities... they're meant to be buildings anyway.
here's how it looks atm, _________________ "War.... war never changes....." Last edited by IVI on Tue May 15, 2007 3:06 pm; edited 1 time in total QUICK_EDIT
Magnificent work as usuall. But isn't Lao Tze that SHP and vxl god from years ago?
is that so? I always thought that Lao Tze fits as a name for a city or town well then, I'll change the name of the dam to Chung Jie, it's a very common chinese name.
thanks for the replies, I'm working on it atm _________________ "War.... war never changes....." QUICK_EDIT
Posted: Wed May 16, 2007 12:25 pm Post subject:
70% complete
the dam tiles are 70% done. The dam itself is 100% complete but I still have to do the road on top of the dam and the dam structures.
I encountered a problem however and any help would be much appreciated.
you see, the dam is a collection of cliff tiles modified with the dam image. when you view it in map editor, the dam looks ok. but when look at it ingame, TS lighting spoils it. see the picture below to see what I mean.
when using maps with brightness = 1.0, some parts of the dam are so bright you can hardly see anything but white. and then the depth related lighting is so abrupt, the dam looks terrible.
I do wish someone would post a solution to this, the only solution I can think off is modifying the upper tiles to be a tad darker than the tiles immediately beneath them to cancel the lighting effect.
is there some way to 'turn off' the lighting for a specific tileset??????
IVI dam with gradient.PNG
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I set this map's lighting to be 0.8 that of the normal so make it look acceptable but in actuality the tiles that are 'higher' are drawn too brightly. Moreover, the lighting is too abrupt for different levels.
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Posted: Wed May 16, 2007 3:48 pm Post subject:
I fixed it... sort of
I did what I could.... the damn gradient isn't horrendously painful to look at now but it's still there...
I minimized the shadow grading effect by TS' braindead lighting system by putting invisible light posts and invisible negative light posts at key points around the dam; mostly by trial and error. The result is still ugly, but at least for me it's bearable to look at now.
have a look and tell me if it's ok. I could still use some solutions so feel free to come up with a better idea on how to eliminate that grading as i'm far from satisfied with the results
dam fix.PNG
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Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed May 16, 2007 4:03 pm Post subject:
It's bearable-
Another thing you could do iwould be to brighten/darken the individual tiles according to their level of height, to compensate for the shadow - make the tiles on the top darker, and the ones on the bottom lighter.
It might take some time, but it would solve the problem~
Another thing to consider would be the ground spaces on the dam, i.e. where that bonus crate is - it wouldn't quite be accurate if players were allowed to build small buildings on it, or carryall-drop units onto the dam itself...
on the map, I'd be sure to put some invisible rock or something on those spaces to prevent any of that stuff from happening _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
thanks for the tips Blackster. yeah, I know what you mean about remaking the problematic tiles... but that would be very tedious... with a lot of trial and error involved... so I have that as my last resort.
and I'll do that invisible rock thing too. _________________ "War.... war never changes....." QUICK_EDIT
Joined: 10 May 2007 Location: NERV headquarters in EVA-01
Posted: Thu May 17, 2007 12:14 pm Post subject:
the debri looks cool:D why not u make some debri out of destroyed vehicles like a fallen titan of a old tank??? _________________ U flame me the evangelion series will kill u QUICK_EDIT
Posted: Thu May 17, 2007 12:17 pm Post subject:
Dam fixed!!!
Special thanks to Ixith and Yuri007 and all those who tried to help me with this . The dam's fixed. Ixith and Yuri007 advised me to turn the level lighting to be approximately 0 (a very small number would do). That totally solved the gradient problem. The tradeoff is that all the cliffs are now exhibiting the same brightness regardless of height.. but that I solved by relocating the invisible negative light posts I originally used to fix the dam's problems to 'lower' places.
look and see
:EDIT: dont worry about the overall lighting.... the map had ambience =0.5 that's why it's like that
fixed!!!.PNG
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_________________ "War.... war never changes....." Last edited by IVI on Sun May 20, 2007 7:12 am; edited 1 time in total QUICK_EDIT
Im very glad you liked it people but no, I'm not a god, I'm very VERY far form being like Him . and I still have a lot to learn and a lot to fix (particularly my 3d programs.... first I had trouble setting up 3dsmax... now even 3dcanvas won't install ). if there's any SHP master in this forum, I'd say it's Gangster _________________ "War.... war never changes....." QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri May 18, 2007 4:19 pm Post subject:
holy goodness that dam looks amazing! just a tad rough on the edges, make it blend in with the TS terrain and you're perfect _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
here's what I've been doing after the dam was done... I was planning on not showing it until the whole city was done... but I just can't help myself
so, can anyone guess from which city this belongs to?
credits to:
Gangster: for letting me use the terrain expansion
Fallout Tactics: for the colors I appropriated to make the new sandy ground
Fallout 2: for the inspiration
Vault 8.PNG
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soldier1: "wow, the land sure has changed since we entered the vault"
power armored soldier: "hurry up and bring the GECK up here."
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_________________ "War.... war never changes....." Last edited by IVI on Sat May 26, 2007 5:47 pm; edited 2 times in total QUICK_EDIT
lol let me guess, this ones too hard . Vault city, considering its the only city in fallout 2 that has the vault entrance placed on a concrete wall. Excellent work. QUICK_EDIT
no really, I make them in MS Paint first... I draw all the outlines and details either based on pictures or imagination then just texturize them fully in PSP _________________ "War.... war never changes....." QUICK_EDIT
Simply amazing wokr IVI! I need to show everybody this! I don't think it has been posted before but its about Fallout 3 http://fallout.bethsoft.com/ _________________ My name is Shadow... I am Lord of the Shadows! NOD rules!!!!
Ahh, bloody finally. You know how many years i have waited for this. Im glad thet bethesda has taken the reigns of interplay and judging by their previous work this is going to be awesome. QUICK_EDIT
hmm, I have to say that Im skeptical about this Fallout 3 by Bethesda. I still feel that if there's anyone who should be making Fallout games it's the original team. BUT, since all's done and done it's no use whining about it.
I have a bad feeling that the new Fallout's gonna look like something like Oblivion ....which for me means suckage. _________________ "War.... war never changes....." QUICK_EDIT
iv never completely played through the first 2 fallouts but iv played bits and parts of both. Never had the games myself but i got to play them whenever i went to my cousin's house as he had them. They were great and that vault city wall thing brings back some memories.
oh and about Fallout 3. I saw in either a PC Gamer or Game Informer, cant remember which, that my friend had there was a small article about it and had a pic of a destroyed Washington D.C. showed the capital building.
This pic to be exact:
In the article it said the game will probably take place on the east coast this time opposed to the other 2 which started on the West coast around California and the lot.
anyways everything looks great. I wish i knew where i could get the 1st 2 Fallouts so i could actually play through them all the way and see each thing that you do and how it fits. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
A funny story arc which as a theme could be the evil Calculator's army from FT finding the western Brotherhood and ending up into a war with them, but then it would become a sort of cybermen vs humans so to speak. Mind you many people hated FT though, so I don't know if you should go with that. Most of the 'new' Fallouts take place in the East coast anyway.
Then of course you've got the Master's super mutant remnants from Fallout, theres a lot of potential to do some armies here. _________________
I've got the story laid out so don't worry about a thing . and as a note, I don't hate fallout tactics; in fact, I like it very much. I like everything about it except the slight inconsistencies with the original canon. But as long as an aspect of FT doesn't conflict with the canon then it's cool.
anyway, time for an update. once again, I can't resist posting a picture.. so here, have a look on the proto on Vault City
notes: atm, I've finished 1/15 vault city buildings, and the VC cobble tiles are 25% done. it's hard getting them to LAT you see
IVI VC proto.PNG
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very nice work even for it not being close to done yet. keep the awesomeness coming. I love those buildings. _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
Posted: Mon Jun 04, 2007 9:32 am Post subject:
VCAR proto
I've done some more 'Vault City Autonomous Republic' structures. I wont show all of them... for the moment. the vault city tiles are close to 50% done. I tried to make a new grass terrain but failed in the sense that I can't make newer shades of green.. so I had to resort back to the original green colors that the palettes provided. also, it's quite a disappointment how the colors are restricted: compare the proto on the VC fountain to its in-game colors (TS adjusted for colors it can't find)
have a look.
pepfountainproto.PNG
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IVI VC proto.PNG
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Posted: Mon Apr 28, 2008 8:20 pm Post subject:
WIP: Midway City
here's something I've decided to enact today: "Midway City".
It's supposed to be a Carrier-out-of-water that drifters and homeless people found and turned into a town.
before the war it was a United States Navy Aircraft Carrier. it was called the 'Midway'. Now it's a derelict behemoth of junk metal that will probably never sail the seven seas ever again.
It's still a WIP, I've only almost just begun. I have to know whether it looks ok so I'll continue working on it.
Midway.JPG
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Joined: 29 Aug 2007 Location: Village of Creston, British Columbia.
Posted: Mon Apr 28, 2008 11:09 pm Post subject:
I'd say it looks like someone could walk right onto the top from the ground. IIRC it was only partially buried with a ramp going up into the craft. I've got a picture of the cruiser on my PC if you want me to get it for you. _________________
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