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.
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.
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.
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
they have 4 times higher ress
edit: and have a bump map, quake 3 doesn't support it but source does
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.
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/#
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.
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.edit: and have a bump map, quake 3 doesn't support it but source 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.
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.