The floor should be a lot less reflective, not because it looks bad per se, but because it really highlights the fact that cubemaps look shitty on environment textures unless they're really subtle.
[QUOTE=Uberslug;41344278]The floor should be a lot less reflective, not because it looks bad per se, but because it really highlights the fact that cubemaps look shitty on environment textures unless they're really subtle.[/QUOTE]
Alright, I'll tone it down in the VMT.
[QUOTE=tehstrelok;41283662]guys, back to the c17 vista, here are 2 more pictures without edits, but silly upload compression ruinned a bit the quality of the image
[IMG]https://imageshack.com/scaled/large/849/3gj.png[/IMG]
[IMG]https://imageshack.com/scaled/large/11/hiqr.png[/IMG]
I`ll get to work some more on it later on after finishing some sounds in progress. The skybox is ready, and I made it so the edge of the city texture sheet wasn`t too noticeable, but the city still needs a lot of rework, the shadows need to be opposite to the light obviously, and there a seams that need to be fixed.
I`m lazy sometimes when it comes to texturing, so if there is any skilled texturer who thinks he can complete this before I do, let me know and I`ll gladly send the files.
I used google earth satellite images above several eastern europe cities and then edited it in photoshop, the texture is masked so it has it`s own light. Later on a mapper may add tini cheap building shapes in there so it doesn`t look too flat
P.S What do you guys think of having combine soldiers with a helmet on their heads like the one in the picture, or at least some old school helmets on the head of some rebels?[/QUOTE]
Don't forget to put the sky camera higher. Possibly even make a new skybox with 3d buildings. Citadel is ~2km tall (I don't remember, check the skybox model) but the view from inside the citadel top is only 400 meters up. And the clouds are way too high. You should be above them.
[url]http://upload.wikimedia.org/wikipedia/commons/5/57/Cloud_types_en.svg[/url]
[QUOTE=J. F. Christ;41345684]Don't forget to put the sky camera higher. Possibly even make a new skybox with 3d buildings. Citadel is ~2km tall (I don't remember, check the skybox model) but the view from the citadel is only 400 meters up. And the clouds are way too high. You should be above them.
[url]http://upload.wikimedia.org/wikipedia/commons/5/57/Cloud_types_en.svg[/url][/QUOTE]
400 meters based on what?
I don't think Valve even had exact measurements in mind when they did that scene. Considering they just used a flat texture to represent a city, I imagine they were thinking somewhere between "really high up" and "in the sky".
[editline]7th July 2013[/editline]
I'm not in any way opposed to the idea, however, it's just that I don't think there was any scale to begin with. If we start adding 3d models or sprites, then there would be scale to base it off of, and I'd support it. Like we could see some of those residential high-rises we see throughout the game, and how tiny they are now. That'll help with perspective.
If you'd like the scale to be consistent, you'd have to put the city ground much, much lower.
Here's what it looks like with the actual citadel model placed in the last map's skybox (yes, the yellow brushes at the bottom are the default player view's position):
[img]http://i.imgur.com/YDNAedr.png[/img]
I think it could look great at that altitude if you added some smoking buildings way below (it is a week into a large-scale rebellion, after all, and we know the city's being ripped apart). That way, you could show off some volumetric smoke layers or distant fire-effects.
So, here's a mock up of Citadel would look from Lighthouse Point:
[t]http://cloud-2.steampowered.com/ugc/578993823862023526/6651417FF2AD5823D358D7A4A81B428F38D7F8BE/[/t]
[t]http://cloud-2.steampowered.com/ugc/578993823862034654/B013A4ED34AC13F10C78B9B7126D72A127812D6E/[/t]
[t]http://cloud-2.steampowered.com/ugc/578993823916429800/E7474ABCE8C30C8AA91B59092FD40F4635C5A4F1/[/t]
Its position and the position of the opposite coast are where they should be (although how the latter looks is just something I threw together from the basic skybox models). The curvature of the Earth hasn't been taken into account since all the levels in Hammer are flat, but it should still be quite visible from here, just perhaps slightly lower.
Not bad, though I can't help but feel that seeing the citadel so clearly would detract from the player's feeling of progression, making it seem like you're confined to a rather small location. Perhaps make it foggier or use some other method to make it visually stay more in the background?
[QUOTE=HGrunt;41347947]Not bad, though I can't help but feel that seeing the citadel so clearly would detract from the player's feeling of progression, making it seem like you're confined to a rather small location.[/QUOTE]
Fair point, but I actually think it could do the opposite - seeing it so small in the distance would give you a sense of the large distance you've travelled (not artificially enhanced, that's the actual distance between you and the Citadel), and make you feel more grounded in the world. Whereas if you can't see previous locations and the areas feel self-contained it makes the world feel smaller and more confined, IMO.
[editline]7th July 2013[/editline]
Though I agree about the fog, it needs more of that to make it blend in (the Citadel model I used in the mockup has a texture that doesn't show fog, so it's actually clearer than the buildings in front of it).
I think that still being able to see the Citadel shows you haven't escaped the Combine yet, you're still in their control. Gives an omnipresent feel to the Combine.
[QUOTE=Ekalektik_1;41307292]Any idea what it is? I love music like that.[/QUOTE]
I'm almost 100% sure it's [URL="http://stellardrone.bandcamp.com/"]Stellardrone[/URL]. The synths they use are pretty distinctive.
Also those textures are coming along great, keep up the good work guys!
But, that first vista in Episode 2 is extremely far away from city 17, yet the citadel still appears relatively close.
[t]http://www.pastatdude.com/uploaded_images/hl2-2007-10-20-16-36-36-32-713089.jpg[/t]
So there's no reason the citadel should be completely invisible during the coast sections, or even just small for that matter
[QUOTE=The Party Spy;41349700]But, that first vista in Episode 2 is extremely far away from city 17, yet the citadel still appears relatively close.
[t]http://www.pastatdude.com/uploaded_images/hl2-2007-10-20-16-36-36-32-713089.jpg[/t]
So there's no reason the citadel should be completely invisible during the coast sections, or even just small for that matter[/QUOTE]
You're also pretty high up, so you can see 'further'.
Plus it would be stupidly weird to have a building that's 5-7 times larger than any modern skyscraper just disappear on such short notice.
Also, I think that would be a great addition to the coast levels as well. heck, pretty much all the levels. on the coast it would get slightly farther and farther away.
Gives a sense of scale and location making the world seem all the more real.
it should be at least a little further
[QUOTE=Tweevle;41347850]So, here's a mock up of Citadel would look from Lighthouse Point:
[t]http://cloud-2.steampowered.com/ugc/578993823862023526/6651417FF2AD5823D358D7A4A81B428F38D7F8BE/[/t]
[/QUOTE]
seeing the rebel controlled lighthouse with the enormous citadel is pretty metaphorical so im all for it
The Citadel looks way too close. I suggest having a new models for this and scale it down because the current models will always look too close to wherever you are.
unrelated to the current citadel topic...
[B]I've been experimenting with SSBump maps:[/B]
[t]http://i.imgur.com/RGz50IO.jpg[/t]
Well, about the citadel thing, I am sure you should be able to see it from Ravenholm too then. Maybe just black silluete against sky? I dunno. Well, actually it could be lighten up like a sign that evil never sleeps.
[QUOTE=ProZak;41350323]The Citadel looks way too close. I suggest having a new models for this and scale it down because the current models will always look too close to wherever you are.[/QUOTE]
In a few pages back it was noted how large the Citadel compares to other real world skyscrappers. I'd say its not tall enough.
You can see the Empire State Building from flushing queens or even the north shore LI (higher point of LI). I'd say the difference is closer from the the Citadel to light house point, and its a bigger building. So it needs to be huge.
My god that's some ugly trash.
[QUOTE=ProZak;41350323]The Citadel looks way too close. I suggest having a new models for this and scale it down because the current models will always look too close to wherever you are.[/QUOTE]
It's pretty much the exact right distance away in the 3D skybox (according to [URL="http://img.gawkerassets.com/img/18j23so6dj56kjpg/original.jpg"]this map[/URL]) - I measured. I think the main reason it looks closer is the lack of fog effects, which should be easy enough to fix. It's actually placed too far away in a lot of the vanilla maps (and it's also rotated 90 degrees in the later canals for some reason).
[QUOTE=ProZak;41350323]The Citadel looks way too close. I suggest having a new models for this and scale it down because the current models will always look too close to wherever you are.[/QUOTE]
to me it just looks too wide/fat. I always imagined the citadel being thinner, but that's just me.
The issue with the map is, as with HL1, map limits force mappers and players to go back in circles whilst still having the illusion of going forward.
Having the citadel as is, whilst it fits currently, would ruin that illusion
Question, should we turn the ability to kill citizens, rebels, and vortigaunts back on? They still have most of the lines I'm pretty sure. Plus it'd make those instances where you get cornered by your squad and they won't move out of the way more [I]bearable[/I] [t]http://fun.resplace.net/Emoticons/Evil/EvilSmile.gif[/t]
Just throwing in my two cents. I think it's an awful idea to have the citadel seen from the coast.
Also all of this is changing the well crafted gameplay of HL2 way too much. Killing citizens? Really? Full body awareness? I thought the goal was to keep the aesthetic and just double the texture resolution and poly count.
[QUOTE=Armageddon104;41352420]Just throwing in my two cents. I think it's an awful idea to have the citadel seen from the coast.
Also all of this is changing the well crafted gameplay of HL2 way too much. Killing citizens? Really? Full body awareness? I thought the goal was to keep the aesthetic and just double the texture resolution and poly count.[/QUOTE]
How is that changing the gameplay too much? Full body awareness doesn't effect the gameplay in any way, as for killing civillians and vortigaunts, that was originally going to be in HL2 and was cut somewhat 'last minute'.
[QUOTE=Fat-Corgi-Guy;41352592]How is that changing the gameplay too much? Full body awareness doesn't effect the gameplay in any way, as for[B] killing civillians and vortigaunts[/B], that was originally going to be in HL2 and was cut somewhat 'last minute'.[/QUOTE]
Is it possible to make it a toggleable option?
[QUOTE=Fat-Corgi-Guy;41352319]Question, should we turn the ability to kill citizens, rebels, and vortigaunts back on? They still have most of the lines I'm pretty sure. Plus it'd make those instances where you get cornered by your squad and they won't move out of the way more [I]bearable[/I] [t]http://fun.resplace.net/Emoticons/Evil/EvilSmile.gif[/t][/QUOTE]
No. This is not Black Mesa. Valve had a very good reason for having you not do that. Why would a leader kill the people he's trying to help?
[QUOTE=Fat-Corgi-Guy;41352592]How is that changing the gameplay too much? Full body awareness doesn't effect the gameplay in any way, as for killing civillians and vortigaunts, that was originally going to be in HL2 and was cut somewhat 'last minute'.[/QUOTE]
It was removed with good reason, go back and play some of the HL2 Beta, you'll see why they removed it.
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