Page 8 of 15

Re: RESOURCE: Mapping

PostPosted: 09 May 2013, 19:07
by Evropi
Unnamed {l Wrote}:I'm working on a small team-based DM, CTF, DTF, BB map.

But I don't like names. Mabye someone could help me with the name?

Far Cry 3: Blood Dragon, LOL.

On a more serious note, how about 'Electric Boogaloo'?

Re: RESOURCE: Mapping

PostPosted: 10 May 2013, 01:43
by ballist1c
lolwut

serious suggestions incoming
- Velocity
- Berserker
- Adrenaline
- Brutality
- Flux

Re: RESOURCE: Mapping

PostPosted: 20 May 2013, 19:54
by Jamestonjes
I'm going to try again... how do I make custom textures and sky boxes? Oh I'm also going to ask for advice on making some for a map later.

Re: RESOURCE: Mapping

PostPosted: 20 May 2013, 22:34
by Ulukai
Jamestonjes {l Wrote}:I'm going to try again... how do I make custom textures and sky boxes? Oh I'm also going to ask for advice on making some for a map later.

Do you mean you want to make new content for the game or do you want to customize / manipulate existing skyboxes and textures with commands in the editor? Try the RE wiki for the latter, to create new skyboxes I know of Terragen and Spacescape. New textures can be made with Gimp or any other image editor I guess, but you'll need some additional info about bumpmapping and stuff when you're into this. General tutorials could help you with this.

Re: RESOURCE: Mapping

PostPosted: 21 May 2013, 01:32
by greaserpirate
Jamestonjes {l Wrote}:I'm going to try again... how do I make custom textures and sky boxes? Oh I'm also going to ask for advice on making some for a map later.


Making new textures is pretty tricky, and I'd advise you to either just make 1 or 2, or try and make them for the game in general and not 1 specific map.

The problem with custom textures is that they aren't sent along with the map, so unless the people you're playing with have already downloaded a copy of the same textures, they'll experience texture errors.

In general though, RE could use a lot more textures, and if you have any ideas that would spice up the palette, by all means share them :) .

P.S.: I can make normal maps for any textures if you want. (via Gimp plugin)

Re: RESOURCE: Mapping

PostPosted: 22 May 2013, 14:11
by Jamestonjes
Thank you both, I meant both from scratch and editing, because I wanna learn as much as I can from this game mainly level design, texturing and lighting so far I can only really do the designing as I haven't *fully* tried the other two, by this I mean I don't know where to place what textures and lights, how big they should be, and how to make custom ones and edit existing ones.

If I make texture expect a possible combination of Dead Space and Halo like things,to name a few, then again maybe not

Re: RESOURCE: Mapping

PostPosted: 25 May 2013, 12:47
by Unnamed
Here's a screenshot of the map I'm working on.
It's not easy to make ice and snow look good and you can see every edge. The setting is maybe not the best idea.

Re: RESOURCE: Mapping

PostPosted: 25 May 2013, 22:49
by qreeves
It looks like you've done well, regardless. I may be able to help you across the finish line with it, if you plan on finishing. We could use a different setting for once.

Re: RESOURCE: Mapping

PostPosted: 29 May 2013, 08:09
by Zema
That screenshot looks amazing. Looking forward to seeing the final product.

Re: RESOURCE: Mapping

PostPosted: 29 May 2013, 11:20
by Unnamed
Well, help is welcome.
The size of the .mpz file is almost 5MB, but it doesn't looks good without many details.

Re: RESOURCE: Mapping

PostPosted: 29 May 2013, 11:43
by Ulukai
Unnamed {l Wrote}:Well, help is welcome.
The size of the .mpz file is almost 6MB, but it doesn't looks good without many details.

How many lightmaps do you have and what is the value of your lightprecision?

Re: RESOURCE: Mapping

PostPosted: 29 May 2013, 13:11
by Unnamed
Lightprecision is 48 and there are 13 light maps. It's 4,x MB not more than 5MB.

Re: RESOURCE: Mapping

PostPosted: 30 May 2013, 08:35
by Ulukai
Unnamed {l Wrote}:Lightprecision is 48 and there are 13 light maps. It's 4,x MB not more than 5MB.

Well 13 lightmaps are pretty much actually. Try using 64 or 96 as a value for the lightprecision, it will be better for your map size.

Re: RESOURCE: Mapping

PostPosted: 30 May 2013, 11:35
by qreeves
It's not the number of lightmaps, but how you use them. I had to totally redo the lighting in the new version of "venus" to help fix some of the very same issues this map is exhibiting. I will take a look at this map as soon as I can.

Re: RESOURCE: Mapping

PostPosted: 30 May 2013, 20:13
by Julius
Unnamed {l Wrote}:Here's a screenshot of the map I'm working on.
It's not easy to make ice and snow look good and you can see every edge. The setting is maybe not the best idea.


Well, once could implement an automatic GLSL snow-shader like this:
http://youtu.be/lH6SIFQ0ROE
http://www.zspline.net/blog/deposit-sha ... entalmill/
Not sure if there are any GLSL experts around here...

Re: RESOURCE: Mapping

PostPosted: 01 Jun 2013, 00:05
by quintux_v
Unnamed {l Wrote}:Here's a screenshot of the map I'm working on.
It's not easy to make ice and snow look good and you can see every edge. The setting is maybe not the best idea.


Despite the edges, that still looks great, hard to believe it's an RE map. I'm looking forward to seeing more maps like this. ;)

Re: RESOURCE: Mapping

PostPosted: 01 Jun 2013, 14:55
by Unnamed
I don't know wich name the map should have. My ideas just don't fit.

And this is how the preview image looks. I can't see the water, but it should be there. It looks like a bug.

Re: RESOURCE: Mapping

PostPosted: 01 Jun 2013, 15:02
by Ulukai
Unnamed {l Wrote}:And this is how the preview image looks. I can't see the water, but it should be there. It looks like a bug.

As long as I remember the water has been absent from those preview images. I don't know why either.

Re: RESOURCE: Mapping

PostPosted: 02 Jun 2013, 21:42
by Unnamed
Now while I'm waiting for feedback for my last map I couldn't resist to start planning the next one.
This is what I made today. Many textures and details are missing, but it took less than three hours. I wanted a huge cannon shooting at a spaceship. Maybe I'll place attack buttons somewhere in the map :D

Re: RESOURCE: Mapping

PostPosted: 02 Jun 2013, 23:59
by ballist1c
screenshot.0051.png
Coming soon. dat geometry

Re: RESOURCE: Mapping

PostPosted: 06 Jun 2013, 10:53
by Jamestonjes
How big is a block/square of town in Red Eclipse, I plan on remaking my school in the game, or is that dependant on the town?

Re: RESOURCE: Mapping

PostPosted: 06 Jun 2013, 14:14
by TheLastProject
Jamestonjes {l Wrote}:How big is a block/square of town in Red Eclipse, I plan on remaking my school in the game, or is that dependant on the town?

You can make blocks of different sizes, and the map size can be whatever you want as well.

Re: RESOURCE: Mapping

PostPosted: 06 Jun 2013, 15:23
by Jamestonjes
No I didn't mean it like that LOL I meant how big would a block that contains buildings (in a town) be in red eclipse (how many cubes wide) because my school takes up 2

Im not that much of a n00b to editing XD

Re: RESOURCE: Mapping

PostPosted: 06 Jun 2013, 15:54
by greaserpirate
It really depends... usually mappers just go with whatever feels the right size. City blocks can also vary a lot in size.

If you're trying to be really accurate, I guess you could use real measurements and convert them to number of cubes; I'm not exactly sure but I think the standard size of cube you start with is 1 cubic foot, meaning that a meter is 3 cubes.

It might be more like 2 cubes to 1 meter, but it's better for maps to be on the larger size since you can jump a lot higher in RE than in real life, so players might hit their heads on the ceiling a lot.

Making a map based on a real-life school is an ambitious project, and I wish you luck. Make sure the flow is good for gameplay, though- a lot of classrooms in a real school are dead ends, which is bad for the map's flow.

JJ's also working on a school map, though I think it's not for gameplay, just visiting and walking around. You might be able to work together. Also, If you want, I can upload a brush of a desk I made for the map.

Re: RESOURCE: Mapping

PostPosted: 06 Jun 2013, 15:59
by Jamestonjes
most of the class rooms will be closed or have broken walls (unlike real life to easily move between the open ones)