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testing map for Contact: Complex_Contact_v1
Posted: 31 Jan 2011, 23:32
by KaiserJ
http://springfiles.com/spring/spring-ma ... xcontactv3
testing map, so expect problems.
smoth, i didn't add in the masking, because quite frankly i couldn't pull it off without making all of my preshading etc looking wierd :/ i'll try again in a subsequent version because your suggestion certainly holds merit
no ssmf, i'll deal with that later
expect a partially flooded version for evo in the near future
disclaimer: i've included a widget to inject trojans and delete system32 if map is loaded with BA; that way i won't have to deal with any complaints about it being too porcy. its not for BA. deal with it.
enjoy!
the kind of eyecandy you smoke out of a pipe:

Re: testing map for Contact: Complex_Contact_v1
Posted: 31 Jan 2011, 23:34
by Jazcash
Jizz-worthy. I take my hat off to you sir!
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 00:01
by smoth
going to do the labels on the final?
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 00:03
by knorke
ooOOoooh!
The texture seems like a good mix of detail and not being too noisy.
dling to check ingame.
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 00:14
by KaiserJ
dont do the first version i screwed it up XD uploading a fix now
edit: yeah for sure smoth, defenitely going to use color overlays as well... its just as of yet, it still looks like crap.
fixed:
http://springfiles.com/spring/spring-ma ... xcontactv3
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 00:38
by Beherith
looks pretty, but imo that noise shoulda been added with SSMF.
edit: also ive lately been doing some whole-map AO bakes. this could use some.
edit2: good job on the max to heightmap, did you use xnormal?
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 01:00
by KaiserJ
well, i can always scramble in some ssmf later
there is AO there for sure, i've got a combination of ambient occlusion as well as occlusive shadowing... its not particularly dramatic and obvious but were i to remove it you'd certainly notice the absence (you can see AO clearly in some areas if you play without shadows)
lol YOU processed the heightmap for me, thats why its so good

it was a fair while ago
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 13:16
by Beherith
Hmm, totally forgot about that :D.
I find that planning for ssmf is way better than tacking it on later. If you plan for it, it will look loads better if you keep the high frequency noise to a minimum while maintaining sharpness. Also, the specular part is really great at doing edge highlights.
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 15:40
by Forboding Angel
Looks exefuckinglent, needs ssmf. Can't wait till I get moved so I can play on it.
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 21:05
by KaiserJ
aha, the move! congrats on that finally happening, and we'll play it soon XD
Re: testing map for Contact: Complex_Contact_v1
Posted: 01 Feb 2011, 23:49
by Forboding Angel
You mentioned wanting to play evo on this, well now is an excellent time for you to fire up SP and check out the new hotkey crap (Thanks car!) and all the other new junk I've been adding
Unfortunately, I'm prolly looking at at least 5 more days or so till I have my desktop back up and running.
I'm driving from Kansas city to Albuquerque New Mexico via i35 -> us 54 - > i40 the first day. Then from Albuquerque to Phoenix Arizona, at which point I'm stopping for the night to take my lawyer friend out to dinner at authentic mexican food place.
*Brown chicken brown cow* (God willing)
Then driving the 3rd day to Pomona California, at which point.... home again, at last. How I missed you warm and sunny southern california!
Assuming I'm lucky, pulling out at about 6am tomorrow.
First thing on the list to do in ca is find some mexicali poontang, then find some latina poontang, then find some mexicali + latina poontang, at which point I will consider setting up my computer again.