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Old 11-21-2005, 12:24 AM   #21
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Quote:
Originally Posted by eat
http://www.body-count.org/eat/

...for when you need to eat some maps

Looks good so far Ambex. I dont think you have to constrain yourself to what I did for the TFC version. Why not have the water as a really long river going under the bridge and then fading into a 3d skybox. The only thing I would have against this idea is that you would need to clip the river at some point which would seem artificial.
Could you do a waterfall thing where instead of having to clip the river just have it waterfall off. I dunno i've never played the map so can't say if it'd work or whatnot. Just an idea.
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Old 11-21-2005, 08:28 AM   #22
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nice map, i like i like.
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Old 11-21-2005, 10:01 AM   #23
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hey guys thanks. I post more when I'm done.

Eat.. Do you have a possible layout of the map?

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Old 11-21-2005, 10:15 AM   #24
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Sorry I dont have the files for chimkey anymore

Waterfalls are very hard to do in HL2, Im not sure if anyone has made one that looks convincing at all.
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Old 11-21-2005, 12:33 PM   #25
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Hey eat, between the HL1 and original TFC texture sets, there were about 3000 different rock textures. Will FF have a bunch of it's own new rock textures? They were pretty usefull.
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Old 11-21-2005, 12:38 PM   #26
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Is there anything to stop you going out and taking hi res photos of actual rock types? Be cool to be able to have a pallete of different rocks and mineral formations and stuff. Help to make the maps look more real and natural. Or is that just the geeky geologist part of me leeking out?
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Old 11-21-2005, 01:12 PM   #27
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Quote:
Originally Posted by eat
Waterfalls are very hard to do in HL2, Im not sure if anyone has made one that looks convincing at all.
Probably have to be modeled.
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Old 11-21-2005, 03:15 PM   #28
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Quote:
Originally Posted by kaMIKazE
Quote:
Originally Posted by eat
Waterfalls are very hard to do in HL2, Im not sure if anyone has made one that looks convincing at all.
Probably have to be modeled.
A waterfall (that looks convincing at least) has been made in cs_jungle for none other than CSS
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Old 11-21-2005, 03:27 PM   #29
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for the too cool to google krew, i took the liberty:

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Old 11-21-2005, 04:45 PM   #30
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oh looks awsome
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Old 11-21-2005, 06:18 PM   #31
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Model would do good for the waterfall. These are days of Modles! Not the days of blockbuildin'

And from the site I got from Eat, I indeed have played this map. Though it had like 2 guys with me, so I didnt have any good "Gang-bang" (please dont understand it the perverted way)
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Old 11-21-2005, 06:43 PM   #32
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theres no point in him going out and taking pics of rocks to make textures... there are two texture artists for ff now, and i am sure they are going to make a ton of rock textures. If i were you i would just use the current ones as placeholders, since yuou will most likely be changing out the entire texture scheme once the ff texture pack comes out. (at least i hope you will..)
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Old 11-21-2005, 07:08 PM   #33
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Quote:
Originally Posted by Salty Milkshake
Is there anything to stop you going out and taking hi res photos of actual rock types? Be cool to be able to have a pallete of different rocks and mineral formations and stuff. Help to make the maps look more real and natural. Or is that just the geeky geologist part of me leeking out?
If someone is trusting enough to lend me their hi-definition digital camera, I can definetly get some pictures of rocks and formations for texturing here on Maui.

I work in the earthmoving buisness as it is anyway, why not benefit from it as well?
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Old 11-22-2005, 10:22 AM   #34
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I hope someone starts making shaders for use in a waterfall. That'd be neat. Pixel and vertex shaders. On a model.
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Old 11-22-2005, 12:19 PM   #35
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I'd like to see an offset shader used for chunky decals on the walls as seen in F.E.A.R. (they mentioned it in the directors commentary thing, I always thought it was just some crazy normal map D:?)
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Old 11-22-2005, 03:18 PM   #36
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They were doing a semi-cheap version of parallax mapping. It looks pretty good in F.E.A.R., but it doesn't shadow properly, and is pretty hard on performance. Still, I hope Valve adds parallax mapping to the Source engine at some point.
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Old 11-22-2005, 04:07 PM   #37
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Lost Coast looks like it was going to have parallax mapping, but its commented out in the textures.
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Old 11-22-2005, 04:19 PM   #38
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Quote:
Originally Posted by HL2WORLD Interview
linknight asks:
Are there current plans to be any new features as big as HDR that will
eventually be implemented into the Source Engine?

[Doug Lombardi] Yes. One of the design goals for Source was to create a
modular engine that could be extended to support new technologies
(hardware and software) as they are brought to market. We will be
announcing the next set of engine technologies in the coming weeks.
Please stay tuned for more.
There will probably be parallax mapping.
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Old 11-24-2005, 04:57 PM   #39
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can you remove that big block thats standing in the way when you walk in front door (or make the corridor wider).. its too narrow and often leads to players running into each other and end up getting conced into the water!
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