Page 2 of 3 FirstFirst 1 2 3 LastLast
Results 11 to 20 of 26

Thread: Dungeon in Source Engine (experimental)

  
  1. #11
    Fly
    Join Date
    May 2010
    Location
    Paradise City
    Posts
    75

    Default Re: Dungeon in Source Engine (experimental)

    I almost forgot this, well, textures are pretty much the original ones from DK1, I'm using those already, and models are way too much low poly for a 1st person game. I'll stick to other possibilities.

    But thx for the tip anyway.

  2. #12
    Demon Spawn Necror's Avatar
    Join Date
    Feb 2010
    Location
    qqluqq
    Posts
    199
    Gamer IDs

    Steam ID: qqluqq

    Default Re: Dungeon in Source Engine (experimental)

    Quote Originally Posted by Skaruts View Post
    models are way too much low poly for a 1st person game.
    pff the rest of the map ain't high poly eighter and its better then not having a hearth.

  3. #13
    Fly
    Join Date
    May 2010
    Location
    Paradise City
    Posts
    75

    Default Re: Dungeon in Source Engine (experimental)

    It doesn't have a heart cuz I didn't complete the model yet. The only model that is near completed is a boulder and some torches.

    But the map is as much low-poly or high-poly as any other map in HL2. BSP geometry, much like quake, isn't exactly low or high poly, it's just BPS geometry. Usually it can't be too complicated anyway, and any complicated shapes are in their turn made with models.

    One of the things I've been trying to do is use displacements to create walls, ceiling and floor distortion, but it's not easy since the whole map would use it and thus a good optimization will be much harder to achieve. Perhaps this is one thing I'll be forced to live without, and I'll have to find another way to make ceilings look better.

    Anyway those models are meant to be seen from a distance, not from close range. That's what I meant. You seem somehow offended by it... (?)
    Last edited by Skaruts; June 15th, 2010 at 01:55.

  4. #14
    Demon Spawn Necror's Avatar
    Join Date
    Feb 2010
    Location
    qqluqq
    Posts
    199
    Gamer IDs

    Steam ID: qqluqq

    Default Re: Dungeon in Source Engine (experimental)

    i tought you said you weren't good at modeling in a former post but it the boulder looks nice
    but it would look better with the wfto textures
    if you want the huge texture cut into smaller pieces I'll upload mine

    Quote Originally Posted by Skaruts View Post
    textures are pretty much the original ones from DK1
    they have 4 times higher ress
    edit: and have a bump map, quake 3 doesn't support it but source does
    Last edited by Necror; July 6th, 2010 at 09:00.

  5. #15
    Fly
    Join Date
    May 2010
    Location
    Paradise City
    Posts
    75

    Default Re: Dungeon in Source Engine (experimental)

    Nah, they look great. They just have too little detail for a closer look. They may serve well as reference to my models tho. Especialy the reaper, since i don't have much reference stuff from DK1's Reaper, except the sketches that come with DK gold...

    But yes you're right! Somehow I didn't notice the high quality versions of the textures. Thx for making me double check. This is great.

  6. #16
    Demon Spawn Necror's Avatar
    Join Date
    Feb 2010
    Location
    qqluqq
    Posts
    199
    Gamer IDs

    Steam ID: qqluqq

    Default Re: Dungeon in Source Engine (experimental)

    half life 2:deathmatch is temporary free for all ATI users trough steam.
    http://www.steampowered.com/ati_offer1a/
    Edit: nVidea has it to
    http://www.steampowered.com/nvidia/#
    Last edited by Necror; July 31st, 2010 at 21:41.

  7. #17
    Imp
    Join Date
    Jul 2010
    Location
    UK, Surrey
    Posts
    41

    Default Re: Dungeon in Source Engine (experimental)

    Skaruts, I could produce normal and specular maps of those DK textures for you if you like.

    Can you send me the actual textures you've used?

    Also, just a tip, you should distort or randomise the architecture a little bit, as it is in DK. Just create lots of 3 sided pyramidal brushes and vertex edit them to the deformaty you want; that way it will make it look more Dungeon Keeper like.

    edit: and have a bump map, quake 3 doesn't support it but source does
    And actually, the Quake 3 engine does support bumpmapping, but it's very basic. Atleast, Jedi knight academy, which is a quake 3 engine game does.

    It's not quite the same thing as in the source engine or in any later game.
    Last edited by Combat-Enforcer; July 31st, 2010 at 19:59.

  8. #18
    Demon Spawn Necror's Avatar
    Join Date
    Feb 2010
    Location
    qqluqq
    Posts
    199
    Gamer IDs

    Steam ID: qqluqq

    Default Re: Dungeon in Source Engine (experimental)

    He'll use syntheseas textures and there's already a normalmap included with that


    and for quake: wikipedia says
    Engine Quake III Arena (with Raven's custom SDK)
    It's probably the SDK that does the thing
    Last edited by Necror; July 31st, 2010 at 21:47.

  9. #19
    Imp
    Join Date
    Jul 2010
    Location
    UK, Surrey
    Posts
    41

    Default Re: Dungeon in Source Engine (experimental)

    For Jedi Knight Academy, I never used Ravens' SDK, just Radiant.

    Quite frankly I never even knew that there was a Raven SDK.

    Chances are that the code for bumpmapping would be lying about in the source somewhere, but has never been used. You'd be surprised how much redundant code is usually lurking in the source which was either never finished or perfected for the final version of whatever game it comes with.

    The bumpmapping I saw applied in JKA looked very stark, there was no ambience between the light areas and dark areas, it was just very strong.
    Last edited by Combat-Enforcer; July 31st, 2010 at 22:20.

  10. #20
    Demon Spawn Necror's Avatar
    Join Date
    Feb 2010
    Location
    qqluqq
    Posts
    199
    Gamer IDs

    Steam ID: qqluqq

    Default Re: Dungeon in Source Engine (experimental)

    So when are you gonna upload the first version?
    I'd love to throw a boulder at you with my gravity gun.

Similar Threads

  1. Ryzon MMO goes Open source
    By dotted in forum War for the Overworld
    Replies: 5
    Last Post: June 10th, 2011, 14:40
  2. The Engine
    By Dre@m in forum Natural Born Keeper
    Replies: 78
    Last Post: September 3rd, 2010, 14:33
  3. How to compile source code from SVN
    By LMjai in forum KeeperFX
    Replies: 11
    Last Post: May 29th, 2010, 22:08
  4. Engine Design (Programming)
    By Kopavel in forum War for the Overworld
    Replies: 113
    Last Post: January 25th, 2010, 19:31

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •