[img]http://i33.photobucket.com/albums/d58/photobug101/2cab2c60.png?t=1293743076[/img]
[B]About[/B]
GM_Vardet is a map that I've been working on the past week or so. It's planned uses are construct or RP, but will likely retain the moniker "GM_". There is no planned release date yet, but I will be releasing this on garrysmod.org and the Gmod Toybox. It'd be great to get C&C and this thread, and if you'd like to beta test the map please add me on Steam or PM me. i will include pictures of the progress as I go on in this thread, there are also a variety of pictures in the map pimpage thread.
Earlier updates
[url=http://www.youtube.com/watch?v=ctQtZa2ZFmk]Video teaser w/ fly throughs and more detailed info[/url]
Updates as of December 30th
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December 15th Updates
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Whole map overview
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Add _hdr at the end of the sky texture.
Increase the lightmap scale of the interior on that third picture.
Compiled in Episode 2 with HDR and a new skybox.
[img]http://i33.photobucket.com/albums/d58/photobug101/5b8366cc.png?t=1293746975[/img]
a lot better. Now build some environments for you buildings.
I love the architecture of your buildings, gives them a very interesting look.
Random decals should do the trick.
[QUOTE=Firegod522;27081215]Random decals should do the trick.[/QUOTE]
do the trick of what? Also, what kind of decals?
Just to add some detail and stuff.
Sirrus, need any help with testing?
I'd maybe add a 3d skybox or at least a wall or something. It looks weird just floating.
[QUOTE=thedarkknight7;27083303]I'd maybe add a 3d skybox or at least a wall or something. It looks weird just floating.[/QUOTE]
Right, of course. That's typically the last thing I'd add. I need to get a sense of where all the building will end up and how I'm going to put the finishing touches on it.
This map is fantastic.
Nice design.
[img_thumb]http://www.1337upload.net/files/gm_vardet-beta0000.jpg[/img_thumb]
It is now officially the best map ever made.
Added onto the back of Building 2.
[img]http://i33.photobucket.com/albums/d58/photobug101/789ea293.jpg?t=1293769486[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/46aec3b5.jpg?t=1293769502[/img]
Basically, it's a performance hall/court/communal space. Some kind of large hall with a stage/elevated area. It also has a floating roof, which I think is pretty cool if I do say so myself.
[img]http://i33.photobucket.com/albums/d58/photobug101/6630a847.jpg?t=1293769586[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/c6c68343.jpg?t=1293769612[/img]
There is also a foyer of sorts.
[img]http://i33.photobucket.com/albums/d58/photobug101/91aea408.jpg?t=1293769643[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/29107288.jpg?t=1293769668[/img]
I also reworked the interior of Building 2 (I know about the staircase on the middle floor, that'll be resolved.
[img]http://i33.photobucket.com/albums/d58/photobug101/450b7c4d.jpg?t=1293769717[/img]
Environmental lighting is tentative. I'm still cycling through Ep2 skyboxes and lighting angles.
I don't like seeing this architecture in the real world even though it looks nice here :) Good job on the curvy parts too, they make the buildings more interesting yet still fit the style.
I liked it when you used HDR and that one skybox.
The most recent screen shots still have HDR, it's just not nearly as strong as in the pictures before it.
This is awesome and I will use this on my server when it releases
Looks fantastic! Will play on release.
Do the skybox! I can't wait to see what you do with it... ...But are you gonna keep the grass? would be nice to use your own, more interesting, maybe even blended grass texture to take away from the repetition you'll surely encounter if you have the grass going on into the 3D skybox.
Compiled with full HDR and got some [url=http://i33.photobucket.com/albums/d58/photobug101/3ef7ea46.jpg?t=1293810814]really[/url] [url=http://i33.photobucket.com/albums/d58/photobug101/fd35d569.jpg?t=1293810814]nice[/url] [url=http://i33.photobucket.com/albums/d58/photobug101/f0428bc3.jpg?t=1293810876]results.[/url]
However, because most of the windows and buildings were made with the old skybox and more important light_environment values in mind, some areas that were lit entirely with natural light are now more or less completely dark.
[img]http://i33.photobucket.com/albums/d58/photobug101/cda71a52.jpg?t=1293810967[/img]
So I think I'm going to rotate the current skybox and play with the light values to get the best result.
Also, I really liked that shot of the new hall so I added some dustmotes for a nice effect, lowered the lightmap scale and did a final VRAD compile. I think it turned out pretty nice.
[img]http://i33.photobucket.com/albums/d58/photobug101/849b18c2.jpg?t=1293811968[/img]
Yeah, it looks best with HDR on. The lighting looked pretty bland before then. :smile:
Ahah! You changed the lightmaps like I said. Awesome.
Playing with new textures.
[img]http://i33.photobucket.com/albums/d58/photobug101/c5b2c7f3.jpg?t=1293829756[/img]
Those textures look a lot better than the old ones, apart from the white circle in the middle that makes it tile a lot worse than it could.
[QUOTE=nath2009uk;27106616]Those textures look a lot better than the old ones, apart from the white circle in the middle that makes it tile a lot worse than it could.[/QUOTE]
Ooh yeah, I should fix that.
I don't know why, but I get a very sad, dramatic feel from the buildings being to gray, desolate and empty.
[QUOTE=ZestyLemons;27106760]I don't know why, but I get a very sad, dramatic feel from the buildings being to gray, desolate and empty.[/QUOTE]
This isn't what I intended exactly, but I love that you feel that way looking at these buildings.
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