EAS-INF-Sahara

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keihaswarrior

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So if you have wondered why I haven't been playing online as much recently.... it is because I am learning how to map. :)

Here is a work in progress screen of my first map. I still have a looong way to go before it is playable/optimized/worksInEAS/etc.

I also haven't decided if I like the skybox, so I probably tweak or scrap that one.
 

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  • KW-Sahara-WIP.jpg
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Vega-don

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Fat Marrow

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Looks good, especially for a first map :tup:

Just to warn you though -- if you're not careful you may get a lot of BSP errors cropping up when you start elaborating on it.

With the skybox, you might want to move that down a bit and/or make the lighting match that of the dunes (i.e. bits of skybox in sun direction are dark/silhouetted). Not something to worry about now, though.
 

Vega-don

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Fat Marrow said:
Just to warn you though -- if you're not careful you may get a lot of BSP errors cropping up when you start elaborating on it.

since the map is in sahara he doesnt has much to do exept a terrain.

for the spawns i suggest 2 tents
 

Crowze

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That. Texture. Is. Awful.

Sorry, it's looking pretty good landscape-wise, not quite sure how well it'll run. That texture needs some work though. The orange bands are far too bright, well, if you made the red background brighter so the bands don't stand out too much, that might work better.

Any thoughts as to what the objectives will be?
 

keihaswarrior

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Fat Marrow said:
if you're not careful you may get a lot of BSP errors cropping up when you start elaborating on it.
What do you mean by careful? Is there something other than making sure the stuff I add is snapped to the grid?

With the skybox, you might want to move that down a bit and/or make the lighting match that of the dunes (i.e. bits of skybox in sun direction are dark/silhouetted). Not something to worry about now, though.
Ya, I am not sure if I even want to use that sky. I am working on a couple others. Also, I am going to add some depth to the skybox by using masked textures.
 

Fat Marrow

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keihaswarrior said:
What do you mean by careful? Is there something other than making sure the stuff I add is snapped to the grid?

That sort of thing. It's probably just me, but I get BSP errors quick when I mess around with terrain.
 
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Vega-don

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i like the textures. sure the bands have not a realistic orientation but it would be impossible to do.

about the objectives , neither a capture area or Cd capture is realistic in a desert..

..maybe an escape mission (using the invade area thing) , or harder , a Find and Rescue Crashed pilot , or blow up crashed plane.(with radom place)

and please leave the terrain as it is. no human constructions, no vegetation ,trees , water.. desert , desert desert.
 

ant75

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If it's not already done, you might wanna use the "bright corner" option in the texture properties. If it's already done i suggest using a bit more ambient lightning so that the terrain doesn't look so "square" because of shadows.
 

Freon

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You may try with an ambiant light instead of regular light entities. It will look a big weird but it will prevent that "blocky" look. Also it may boost the FPS. Sure you won't get much shadow after that, just like in a real desert, but it will look smoother :)
 

w00p

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Terraedit :( ;)

Its looking quite ok, though the mark of terraedit is still there.
The "terramark" is simply that the vertices have only been edited on one axis, making for very regular looking terrain.
Try moving some vertices around, and make a slight overhang on the other side of each dune, or atleast a very significant difference in steepness.
 

keihaswarrior

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w00p said:
Terraedit :( ;)

Its looking quite ok, though the mark of terraedit is still there.
The "terramark" is simply that the vertices have only been edited on one axis, making for very regular looking terrain.
Try moving some vertices around, and make a slight overhang on the other side of each dune, or atleast a very significant difference in steepness.
I didn't use terrainedit at all actually. I don't even have it. Also, I did make a significant diff in grade between windard and leeward sides of the dunes... One of the main reasons for the blocky look is my grid size of 64?
 

MP_Duke

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too many polys dude.. Anyway, here's an optimizing tip: After your done with the terrain, align all the textures on it to Floor/Ceiling (if you want to resize the texture, have the Relative marker clicked). Then select the finished brush (right-click) ->Polygons->Merge, then rebuild. This will merge polygons in the same plane ("parallel to each other") into one giving you a lower polycount. However, judging from that pic, doesn't look like there will be much to merge :p
 

ant75

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One of the main reason for the blocky look is that ut's engine is very limited. Try to do what freon and i suggested, it'll probably help a little.
By the way freon, weren't you working a long time ago on a terrain map featuring the fort from dullrocks ?
 

NTKB

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KW The lighting needs definate work but its looking promising. Maybe some trenches/caves and some rocky outcroppings and such could give the desert some eye candy. Otherwise you can leave it a staight up sandy desert. I definately wouldnt go with a CD capture.
 

keihaswarrior

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Here is a little update. I upped the ambient light and change the skybox to one that works better with more ambient. I also changed the texture keeping Crowze comment in mind..... time for some sleep.
 

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