moonbase map concept

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

moonbase map concept

Post by bsp1t »

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

Post by bsp1t »

More...

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moonbase4.jpg
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Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: moonbase map concept

Post by Viech »

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

Post by bsp1t »

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

Post by bsp1t »

Well...Finally got blender exporting correctly to the engine/radiant.

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

Re: moonbase map concept

Post by bsp1t »

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

Post by bsp1t »

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
Posts: 318
Joined: Wed Mar 07, 2012 3:51 pm UTC

Re: moonbase map concept

Post by Anomalous »

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

OFFEND! … no, that's not right… ATTACK!

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

Re: moonbase map concept

Post by bsp1t »

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
Posts: 260
Joined: Wed Mar 07, 2012 6:05 am UTC

Re: moonbase map concept

Post by StalKermit »

Look at that Telenode fly!

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