• rp_highlife WIP [Mirror's edge styled map]
    98 replies, posted
mat_bloomscale 0
Negative on that one. I tried it & it takes away alot. However, i'm fine-tweaking the lighting so bloom might fit right in. The blue impression you get is because of constant-linear lighting, which has been removed already.
Freakin' sweet. Love ME.
Where'd you take those pictures, OP? Oh wait, that's the map.
[img]http://dl.dropbox.com/u/15984175/highlife25.jpg[/img] A sample of the office quarter, notice the new door prop. Lighting improved a little, still needs work!
I first thought that the door was a window =° Seems pretty neat instead ! I like it ! (I wonder if using only one main color wouldn't be too much, I mean, to contrast).
That door looks great. Like the real deal from the game.
I want to play Mirror's Edge now. :haw:
Pictures 20/2/2011: [img]http://dl.dropbox.com/u/15984175/highlife26.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife27.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife28.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife29.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife30.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife31.jpg[/img]
Looking great so far.
IMO you're mixing up colours too much. Each area in ME is usually only one colour: storm drains are all green, that office level is all orange, the server room is all blue, etc.
[QUOTE=thedarkknight7;28176887]IMO you're mixing up colours too much. Each area in ME is usually only one colour: storm drains are all green, that office level is all orange, the server room is all blue, etc.[/QUOTE] pretty much this. Otherwise you're doing a good job on the architecture.
[QUOTE=thedarkknight7;28176887]IMO you're mixing up colours too much. Each area in ME is usually only one colour: storm drains are all green, that office level is all orange, the server room is all blue, etc.[/QUOTE] I tried experimenting with the colors in the pool underground. Other than that everything is where it should be. The office you see is not Accent area yet so it's supposed to be blue. I'm gonna try do different stuff than mirror's edge because this isn't a mirror's edge map, it's in that same style/movement. Mixture in use of colors & simplicity. Yet some of the mixing might be overrated. Don't worry, in the end it will funk your eyes ;)
Hmmmm... Permission to port it to L4D2 once it's finished?
Keep it up . It's great.
Some of you might think the project & the progress of this map has become dead... I'm not giving it up just yet ;) It's still a long way from being finished, but my studies require alot of attention these days so I couldn't make more progress up until this day. Exams are next week, but after that I got summer holidays, and might be able to put some work together & finish this map together with gm_bunkerfuel!
Glad to know it isn't dead. A lot of good projects are falling off the radar these days.
Will this map be suitable for parkour?
I thought that question would be coming around one day :D Short and sorry to answar but, no. Although this map reflects that unique style of mirror's edge, it will deviate from the concept. It was originaly designed, and is still being designed to fit the needs of rp-gamemodes. To answer your question differently, even though it's an rp-map, I don't think you'll be finding alot of spots to use the parkour-mod to the best of it's abilities. I am willing to make a different map for that, if a parkourmod arrives that has good animations, acceleration to replicate mirror's edge alot better than the mods that I see today... So I'm not sure :(
[QUOTE=Depth08;30313629] Massive block of text[/QUOTE] was that supposed to be a poem
Made some progress for the week. [img]http://dl.dropbox.com/u/15984175/highlife32.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife33.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife34.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife35.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife36.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife37.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife38.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife39.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife40.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife41.jpg[/img] [img]http://dl.dropbox.com/u/15984175/highlife42.jpg[/img] New areas added to the hub and reflex area. Did some work for the pool in actino, but not available for pics yet! Reworked overall lighting in the shopping centre. We're still not even 10% on completion, hope the process speeds up as well as the flow of intuitive ideas to flash all of your minds. Happy friday to y'all!
I love that dazzle camouflage painting on the walls, it looks positively stunning.
Wow! It's really improved a lot since I saw it last. Keep up the great work. However, trees and other misc. foliage in Mirror's Edge are white. I don't know how close you're trying to emulate the look and feel of ME, though. [IMG]http://img9.imageshack.us/img9/9462/mirrorsedge200903152043g.jpg[/IMG]
When you compile vrad go to advanced properties and add -bounce 4
What does that do?
Makes less bounces. If i remember ME well enough, light didn't bounce so much it made the white texture a completely different color.
Thanks Firegod, it's true indeed, I wanted a way to stop the light mixing up! Gonna try that out. About the foliage, I don't really know why ME did it with white foliage... Probably to not mix up the green color with the zone colors, I'm not gonna be that strict, and I'm open for testing how it looks with regular colors. If however somebody of you know where to find the white foliage, I'll be happy to try that out as well and then you guys can compare the results for yourself!
With the lighting in its current state, it just looks...way too fake for some reason. I think that's your only issue right now. Definitely try out what Firegod mentioned. It may or may not be the solution to your problem. The HDR looks a little over-exposed as well. Also, it wouldn't take much effort to get white foliage. All you'd need to do is open the default textures in Photoshop, desaturate them, then play with the levels until you get white leaves and bark and whatnot. Then you can take the props and recompile them with new names and have them use the white textures.
There still needs to be some more detail in those texture's normal maps. Add $detail or something, a little amount but enough to make them look more like realistic tiles and not like they just got put in and buffed.
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