WIP / Concept Area Screenshots
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Re: WIP / Concept Area Screenshots
Posted by Le Chief on Sat Jul 12th at 8:26am 2008


A singleplayer thing I have been working on.

imageimageimage
imageimageimage

What do you guys think of the map so far? I'm thinking its a bit linear.






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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Sat Sep 19th at 2:40pm 2009


I'm not sure what that place is supposed to be, it's a bit dark but it looks interesting.

It's difficult to judge a map like that from screenshots, as we're not actually exploring your level.

I'm also working on a singleplayer mappack/mod with friends which is based in Black Mesa, here are some shots.

Executive Hallway

Crate Room

Generic Tunnel

Bumpmapping on Hl1 textures

The Central Transit Hub:
Departure Lounge (WIP)

Meeting Room (WIP)

Management

Maintenance access

Pipe room

The half life 1 textures and assets in these shots will be remade from scratch, with bump and specular maps, the current ones are just placeholders. I am new to mapping with hammer, so these shots might not look great.




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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Sat Sep 19th at 6:37pm 2009


Aaron, I like the feel, but it's way to dark. I have trouble making out most of the parts. Might get a little technical, but... if this isn't HDR (doesn't look like it >_<) you only have 255 brightness levels per color with 0 being pitch black and 255 being bright white. Your pictures only uses the lower 1/4 of that range. Just like in a good photograph, you generally want to use a balanced spectrum, with equal distribution between dark and bright pixels. Even for night scenes. Especially the floor area, which usually makes up about 50% of your screen, should be in the brighter range for good navigation.

Here are the levels of your screenshot in Photoshop. You hardly make use of brightnesses over ~64. This also means a lack of contrast since you're not making full use of the available spectrum.





Enforcer, those screens look interesting. Are those screenshots in Goldsource?




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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Sat Sep 19th at 7:25pm 2009


It's for half life: source/half-life 2, as I said, the textures which you see will be remade (some already are) with bump and specular maps.



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Re: WIP / Concept Area Screenshots
Posted by Riven on Sat Sep 19th at 8:46pm 2009


ah, finally a mod for half-life source! (a reason to buy it now :P)

When you say the textures will be remade from scratch with bump and specular, does that mean you will be creating an all new texture pallet for this mod? or just bump and specular versions of the existing (huge) texture pallet? either way that's a lot of work! Good luck!






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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Sat Sep 19th at 9:23pm 2009


Well, since it wouldn't be legal to use half life textures in a Half-Life 2 mod, we have to actually remake them, but that's fine, because we can have higher resolution textures.

It's not so much work, we will only remake the textures that we use, and have new ones also.

So this mod will be available for both Half-life 2 and Half-life: Source. And thanks!




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Re: WIP / Concept Area Screenshots
Posted by tnkqwe on Sat Sep 19th at 11:51pm 2009


Quoting "Enforcer"
Well, since it wouldn't be legal to use half life textures in a Half-Life 2 mod, we have to actually remake them, but that's fine, because we can have higher resolution textures.

Yes you can use them,but you can't use them for a commercial project.



Never think about bad things!
TNKqwe:The New Killer qwe

I am Engineer - Play Free Online Games

Citizen Arms



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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Sat Sep 19th at 11:59pm 2009


Are you sure? I was told otherwise by someone else.

Surely they would need to own Half-life or half-life source if content from our mod contains half-life textures/enemies/weapons?




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Re: WIP / Concept Area Screenshots
Posted by Le Chief on Mon Sep 21st at 5:09am 2009


I was typing a reply to this thread but I was at school and the computer I was working on got the blue screen of death so I'm going to write the post again briefly in point form:

- I don't remember this thread or posting those screenshots.
- Thanks for that reaper, I'll keep it in mind.

- Enforcer, I don't like the lighting. You have great contrast in your lighting (pitch black ceilings in supposedly bright rooms for example), it's unrealistic and not attractive imo. Light your spaces more diffusely, stop using spot lights for every light seemingly or increase light bounce.






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Re: WIP / Concept Area Screenshots
Posted by Riven on Mon Sep 21st at 7:34am 2009


Oh yea, I meant to comment on enforcer's pictures as well...

Most of the shots have good lighting. I can tell you've given it a lot of attention, but in other areas I think it must just boil down to taste. These scenes:







IMO, those shots don't look nice with the spot_lighting. for one it looks distractingly unrealistic the way they cut hard shadows that should otherwise bounce around to the rest of the room, not focus like a cone as if it were pitch black around them. You can keep the spots, but you definitely need to add some point lights to fake the bounce effect they should be having with the ceiling. Unless this is the particular look you're going for? -Like I said, it boils down to taste methinks.






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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Mon Sep 21st at 10:56am 2009


I have since fixed those problems by adding in ambient light (manually bounced light), because for some reason Half-Life 2's bouncelight isn't working on my maps.





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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Mon Sep 21st at 11:42am 2009


Late edit: This problem is as a result of a leak in my map, but I have no idea where to start looking for that bastard.



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Re: WIP / Concept Area Screenshots
Posted by Le Chief on Mon Sep 21st at 11:47am 2009


After you've compiled your map (dosen't matter with or without vis and rad, just a finished compile) go into the hammer toolbar: map > load pointfile. Then find and follow the red line and it will show you where there leak is.

That space is lit much better now, would you agree?






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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Mon Sep 21st at 11:54am 2009


Quoting aaron_da_killa
- I don't remember this thread or posting those screenshots.


I never look at the dates... your post was over a year old. smiley




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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Mon Sep 21st at 8:08pm 2009


Quoting aaron_da_killa

That space is lit much better now, would you agree?


Well, I'm sure it would look nice, but after fixing all the leaks my map now appears to be pitch black.




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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Thu Sep 24th at 1:23am 2009


Quoting aaron_da_killa

That space is lit much better now, would you agree?


Now my leak is finally fixed, yes there is an improvement.







It will be a while until i post anything new, I get episodic amnesia and can't remember my original ideas.




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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Fri Sep 25th at 11:18pm 2009


Looks nice. If you get those super-sharp shadows by turning up light-patches resolution incredibly high, realize this will increase your compile times and BSP file sizes by a factor of 20 or more. You might want to turn them down a little.



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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Sat Sep 26th at 12:57am 2009


Yes, but i do not mind longer compile times for quality lighting, when it's finished it's finished. smiley



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Re: WIP / Concept Area Screenshots
Posted by tnkqwe on Sat Sep 26th at 9:09am 2009


I have made one nice shadow test.Give it a look:



Never think about bad things!
TNKqwe:The New Killer qwe

I am Engineer - Play Free Online Games

Citizen Arms



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Re: WIP / Concept Area Screenshots
Posted by Enforcer on Sat Sep 26th at 12:34pm 2009


Quoting tnkqwe
I have made one nice shadow test.Give it a look:


Tnk, there is actually a way to get high detailed shadows in goldsource. This is what my map looked like before i ported it to source

PICTUREFINGYLOLZ

I'm not sure what method you used, but those shadows look razor sharp/hard.

Basically, the lower you scale a texture, the more lightmap quality you trick the engine into drawing; so a surface with a scale of 0.25 can have about four times more detailed lighting than a surface with a scale of 1.

But in order to do that without screwing up the appearance of a texture, you need to export the image somehow, stretch it to as high as possible, re-import it with wally then apply it to a surface in game and lower the size (so it will look normal as well since you stretched it for this purpose) and you should then get a surface with high lightmap detail, so then the engine can calculate its own shadows rather than have to improvise with artificial ones.





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