moonbase map concept

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bsp1t
Dretch
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Joined: Mon Oct 21, 2013 5:17 am UTC

moonbase map concept

Postby bsp1t » Mon Oct 21, 2013 11:49 pm UTC

Another something to spark the imagination
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moonbase2.jpg
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moonbase1.jpg
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moonbase.jpg
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bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: moonbase map concept

Postby bsp1t » Mon Oct 21, 2013 11:51 pm UTC

More...
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moonbase4.jpg
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Viech
Project Head
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Location: Berlin

Re: moonbase map concept

Postby Viech » Mon Oct 21, 2013 11:53 pm UTC

Is that a gloom map?
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: moonbase map concept

Postby bsp1t » Tue Oct 22, 2013 12:08 am UTC

Yup just another lost d3/q3/qf/etc map i was working on

The last sshot is a new reboot. The first 3 sshots are pure netradiant brushwork, with ase walkways, the transporter is also a model.
bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: moonbase map concept

Postby bsp1t » Fri Oct 25, 2013 8:53 am UTC

Well...Finally got blender exporting correctly to the engine/radiant.
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unvanquished_2013-10-25_044617_000.jpg
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bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: moonbase map concept

Postby bsp1t » Sun Nov 03, 2013 10:58 am UTC

Its a start.

Need to reexport the trees - they were 25k faces and looked nice but it was overkill, and took hours on q3map.

Also shader needs some tweaks, the leaves arent doing the alpha (i just used a basic shader)

HOWEVER, nice sun shadows etc. Models are not set yet to cast shadows. However, they do GET shadows.

Annoying that when you look at the trees, my fps goes from 120 to 20. Even with the cut down models. Any ideas to speed it up?


Image

Image

And this is the origonal treepak.
Yes, those are ingame renders.


Image


The real problem is that to get the effect its a sun shader casting through a window onto ground the alpha leaf/bark casting shadows,
so its like 5 shader passes with 2 stages each. Thats does not include castshadows in the spawnflags, which should make the trunks cast on the ground. Odd that if you look up the leaves cast onto the roof. Gona need lucasarts and pixar render farm to do this lol...


its a shame that it can look nice or be fast but not both...
bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: moonbase map concept

Postby bsp1t » Sun Nov 03, 2013 2:25 pm UTC

ok another test...

compiles in 9 seconds.

Plants cast and get shadows.

Image

also note the 120 fps :D:D
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Anomalous
Programmer
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Re: moonbase map concept

Postby Anomalous » Sun Nov 03, 2013 10:12 pm UTC

Yes, definitely simpler models. Cheating by using transparency is encouraged here! :grin:
Debian and Ubuntu packages (squeeze, wheezy, sid; 12.04, 12.10, 13.04) may work on derivatives

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bsp1t
Dretch
Posts: 56
Joined: Mon Oct 21, 2013 5:17 am UTC

Re: moonbase map concept

Postby bsp1t » Sun Nov 10, 2013 12:54 pm UTC

I've finally shot the shaders talking, shadows being cast and taken, fixed sky, and new low poly spam plants.

Note this is a fast vis only, the tree trunks will smooth out. The only light is from the sky, however if you put a light under a tree it will cast onto the ceiling.

Image

Image
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StalKermit
Dragoon
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Re: moonbase map concept

Postby StalKermit » Sun Nov 10, 2013 2:58 pm UTC

Look at that Telenode fly!

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