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New Sauerbraten Map

by marcpullen on 08/13/2006 16:08, 24 messages, last message: 08/23/2006 13:57, 8755 views, last view: 05/05/2024 07:05

http://www.quadropolis.us/node/295

Comments welcomed!

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#5: Re: ..

by kurtis84 on 08/16/2006 01:32, refers to #4

I like it. Should be a nice addition to the few small dm maps that look nice. Good use of the new textures, and the lighting.

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#6: Re: ..

by mitaman@work_cave on 08/16/2006 12:53, refers to #5

good looking map! very "quake 1" (thats a cool thing).

sooooo, will you be making a cool SP map like you did for CUBE (I sure hope so)?

MitaMAN

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#7: ..

by _Fanatic on 08/16/2006 13:54

I actually have been working on a fairly large castle/adventure/RPG type level, tons of caves and waterways. I got burned out working on it (it takes a lot of work to make rocky caves look realistic), so I did this simple Quake styled DM map.

I've made a lot of progress, but no idea when I'll be done. This castle style level is my first really big effort with Sauerbraten, so I don't think I'll make it too large. I learned a lot from whan I've done so far, so I'm actually looking forward to starting a new level with all the things I've figured out.

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#8: Re: ..

by Aardappel_ on 08/17/2006 01:17, refers to #7

very cool... I'd love to see that some time. Maybe we can use it for our rpg effort?

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#9: ..

by marcpullen on 08/17/2006 04:40

Sure thing, you can download the last version of my RPG map here:

http://www2.fanaticalproductions.net/temp/fanatic04.zip (2.1 megs)

Unzip to Sauerbraten\packages\base, load up the game and hit "~", then type /load fanatic04

It's not nearly done, not well lit, decorated, etc. It is pretty fun to wander around the caves and up on top of the caves. You can hop up to just about anywhere.

It's also intended to be a moonlit map, so it's a bit dark and blue gray colored. I made a sun light source, but with these settings to simulate moonlight:

newent light 0 120 120 205

There are quite a few areas that aren't complete. Some of you might hate the texturing, especially the one rock texture I chose to use in all the caves. :)

One thing I noticed with the waterfall is you can see the other water through it very oddly (go into the cave behind the waterfall and look back out through it), also the seams near the surface doesn't work well with the water that scrolls downwards. Would be nice to have more "model-able" type water versus cubes of water.

Comments and suggestions welcomed on this one too.

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#10: Re: ..

by marcpullen on 08/17/2006 06:11, refers to #9

Forgot the port, this is the correct link to the file:

http://www2.fanaticalproductions.net:8080/temp/fanatic04.zip

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#11: Re: ..

by Aardappel_ on 08/17/2006 07:02, refers to #10

wow, that is some intricate rock design... very cool! reminds me a lot of your cube maps :)

I am not sure if I would be a fan of the lighting... maybe its realistic, but it completely makes all geometry invisible. If you want a nightly atmosphere, I recommend a MUCH brighter blue tinted light. And lots of yellowish torch lights inside of course.

We do not do transparancy sorting in the engine, period... it would be way to expensive to do this properly given modern GPU pipelines. The burden falls on the level designer to not have water volumes layered like you have, sorry.

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#12: Re: ..

by shadow,516 on 08/17/2006 08:11, refers to #10

Fanatic... please don't overwrite keybinds in your map.cfg

It took me FOREVER to figure out what was going on.

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#13: Re: ..

by shadow,516 on 08/17/2006 08:24, refers to #12

Oh, I amost forgot... 2.2 MILLION OND!?!?!?!?!? Are you insane? Thats a little... TOO detailed IMHO.

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#14: ..

by makkE on 08/17/2006 09:48

Awesome rocks, Fanatic !

I noticed that torch won´t work out at all. I think I´ll need to make a glow and spec map, and for my other objects as well, where appropriate.

Should I make em half the diffuse size, or even smaller? Having full size masks on mapmodels would be over the top, wouldn´t it?

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#15: ..

by makkE on 08/17/2006 10:40

http://img101.imageshack.us/my.php?image=torchglowfan4ba0.jpg

Oh my.. Since I made that one for cube, I had the model on a comfortable starting height (in the model itself).

Now I made it md3, and because of the entity being below the model, it pops in and out now, when you walk by. Doesn´t happen with the md2, wich is weird.

What should I do? Center the model and have everyone move all their torches :( ?
Or center it and use mdltrans? Would that help at all?

Plus it´s weird anyways since the flame casts a shadow, but turning off shadows for the model would not be nice.. the torch on a wall not casting it´s shadow on it would take out a lot in this specific case imho. Or can I turn off th e model shadows on a per mesh basis (having 2 meshes in this one, turn off shadows for the flame part)?

I still think flame sprites would be more cool, or even animated alpha blended textures on models.. I could put an animated flame on a cylinder or cone in this case, would make it not appear 2d and look fine imho. Smaller lights like on the chandlier would work fine with a plane...

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#16: Re: ..

by marcpullen on 08/17/2006 14:23, refers to #11

The lighting is *very* incomplete. I've only added a few other lights in the map as a test.

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#17: Re: ..

by marcpullen on 08/17/2006 14:24, refers to #12

Sorry about the key bindings in the CFG, I removed it from my zip file.

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#18: Re: ..

by marcpullen on 08/17/2006 14:26, refers to #13

Might be too much, but that's what I wanted to see if the engine could do that much detail. Seems to handle it just fine on my machine and it looks pretty sexy too. :)

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#19: Re: ..

by marcpullen on 08/17/2006 14:27, refers to #15

That's looks really nice! I couldn't get the light on my torch to actually light the flame part correctly, not sure if it was the model or my placement.

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#20: Re: ..

by CCmachine_firefox2 on 08/19/2006 11:54, refers to #15

couldnt you make a small radius light entity to illuminate(whats the word..?) the shodow cast by the flame?

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#21: Re: ..

by Passa on 08/19/2006 11:56, refers to #19

Sorry I took so long to have a look at this Fanatic.

Nice map, VERY Quakeish (those brown textures :P)
Only complaint would be the relatively repetitive texturing, other than that good work!


On that RPG map...
:O
Amazing rock details! Absoloutely amazing!
<140 FPS on my 7800GT unfortunately, its a shame the engine cannot handle so much detail yet.

The map isnt completed yet obviously, yet I still felt it had an atmosphere about it, and I liked it :)
Closest thing I have seen in Sauerbraten to Oblivion yet :P

Although the physics engine atm cannot seem to handle the rocky areas, I kept getting stuck.



Great stuff Fanatic, keep it up and I hope you finish that RPG map :)

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#22: ..

by Max of S2D [Fr] on 08/21/2006 09:54

Your RPG map is so great ! That's amazing, also if it's WiP ! :)

I should change my graphic card... 8 fps...

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#23: ..

by marcpullen on 08/22/2006 04:10

With my video card (NVIDIA GeForce 6800 256mb), I only get about 20fps with everything on max.

Antialias - 8xS (max)
Anisotropic filtering - 16x (max)
Image settings - high quality (max)
Vertical sync - On
Force mipmaps - trilinear (max)
Triple buffering - on

Setting all of those to off gives me around 110fps on the same RPG rocky map tho, and I honestly can't tell much of a difference, looks just as good as everything on max. Maybe the edges blend better, but everything looses the crispness.

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#24: ..

by jordan210 on 08/23/2006 13:57

nice work

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