RESOURCE: Mapping

Re: RESOURCE: Mapping

Postby Evropi » 09 May 2013, 19:07

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'?
You just wasted 3 seconds of your life reading this.
User avatar
Evropi
 
Posts: 385
Joined: 02 Sep 2012, 16:18

Re: RESOURCE: Mapping

Postby ballist1c » 10 May 2013, 01:43

lolwut

serious suggestions incoming
- Velocity
- Berserker
- Adrenaline
- Brutality
- Flux
Image Joseph "ballist1c" Calabria

Bloodlust // Abuse // Insidious // Longest Yard 2000
User avatar
ballist1c
 
Posts: 449
Joined: 24 Jul 2012, 02:32
Location: Connecticut (USA) [East Coast]

Re: RESOURCE: Mapping

Postby Jamestonjes » 20 May 2013, 19:54

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.
In game name: MaxPayne >DOOM<
maps: Nameless,Pillars of Doom(incomplete)
User avatar
Jamestonjes
 
Posts: 100
Joined: 18 Apr 2013, 15:37
Location: South Africa

Re: RESOURCE: Mapping

Postby Ulukai » 20 May 2013, 22:34

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.
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: RESOURCE: Mapping

Postby greaserpirate » 21 May 2013, 01:32

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)

Friendship is Magic Voice Chat Mod
(Map) Trespass
(Map) Suspended
Find out more about >DOOM< here: www.redoomclan.tk
User avatar
greaserpirate
 
Posts: 350
Joined: 22 Jun 2011, 18:23

Re: RESOURCE: Mapping

Postby Jamestonjes » 22 May 2013, 14:11

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
In game name: MaxPayne >DOOM<
maps: Nameless,Pillars of Doom(incomplete)
User avatar
Jamestonjes
 
Posts: 100
Joined: 18 Apr 2013, 15:37
Location: South Africa

Re: RESOURCE: Mapping

Postby Unnamed » 25 May 2013, 12:47

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.
Attachments
screenshot.jpg
Unnamed
 
Posts: 189
Joined: 05 May 2013, 18:16

Re: RESOURCE: Mapping

Postby qreeves » 25 May 2013, 22:49

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.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: RESOURCE: Mapping

Postby Zema » 29 May 2013, 08:09

That screenshot looks amazing. Looking forward to seeing the final product.
Zema
 
Posts: 7
Joined: 25 Mar 2013, 06:44

Re: RESOURCE: Mapping

Postby Unnamed » 29 May 2013, 11:20

Well, help is welcome.
The size of the .mpz file is almost 5MB, but it doesn't looks good without many details.
Attachments
screenshot.0040.jpg
alpha base
Last edited by Unnamed on 29 May 2013, 13:11, edited 1 time in total.
Unnamed
 
Posts: 189
Joined: 05 May 2013, 18:16

Re: RESOURCE: Mapping

Postby Ulukai » 29 May 2013, 11:43

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?
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: RESOURCE: Mapping

Postby Unnamed » 29 May 2013, 13:11

Lightprecision is 48 and there are 13 light maps. It's 4,x MB not more than 5MB.
Unnamed
 
Posts: 189
Joined: 05 May 2013, 18:16

Re: RESOURCE: Mapping

Postby Ulukai » 30 May 2013, 08:35

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.
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: RESOURCE: Mapping

Postby qreeves » 30 May 2013, 11:35

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.
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: RESOURCE: Mapping

Postby Julius » 30 May 2013, 20:13

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...
User avatar
Julius
Community Moderator
 
Posts: 3306
Joined: 06 Dec 2009, 14:02

Re: RESOURCE: Mapping

Postby quintux_v » 01 Jun 2013, 00:05

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. ;)
[eX] member
aliases: quintux_v | blakthunder
User avatar
quintux_v
 
Posts: 187
Joined: 24 May 2012, 00:14

Re: RESOURCE: Mapping

Postby Unnamed » 01 Jun 2013, 14:55

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.
Attachments
UN09.png
water?
UN09.png (100.22 KiB) Viewed 13426 times
Last edited by Unnamed on 02 Jun 2013, 07:33, edited 1 time in total.
Unnamed
 
Posts: 189
Joined: 05 May 2013, 18:16

Re: RESOURCE: Mapping

Postby Ulukai » 01 Jun 2013, 15:02

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.
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: RESOURCE: Mapping

Postby Unnamed » 02 Jun 2013, 21:42

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
Attachments
screenshot.0048.jpg
Unnamed
 
Posts: 189
Joined: 05 May 2013, 18:16

Re: RESOURCE: Mapping

Postby ballist1c » 02 Jun 2013, 23:59

screenshot.0051.png
Coming soon. dat geometry
Image Joseph "ballist1c" Calabria

Bloodlust // Abuse // Insidious // Longest Yard 2000
User avatar
ballist1c
 
Posts: 449
Joined: 24 Jul 2012, 02:32
Location: Connecticut (USA) [East Coast]

Re: RESOURCE: Mapping

Postby Jamestonjes » 06 Jun 2013, 10:53

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?
In game name: MaxPayne >DOOM<
maps: Nameless,Pillars of Doom(incomplete)
User avatar
Jamestonjes
 
Posts: 100
Joined: 18 Apr 2013, 15:37
Location: South Africa

Re: RESOURCE: Mapping

Postby TheLastProject » 06 Jun 2013, 14:14

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.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: RESOURCE: Mapping

Postby Jamestonjes » 06 Jun 2013, 15:23

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
In game name: MaxPayne >DOOM<
maps: Nameless,Pillars of Doom(incomplete)
User avatar
Jamestonjes
 
Posts: 100
Joined: 18 Apr 2013, 15:37
Location: South Africa

Re: RESOURCE: Mapping

Postby greaserpirate » 06 Jun 2013, 15:54

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.

Friendship is Magic Voice Chat Mod
(Map) Trespass
(Map) Suspended
Find out more about >DOOM< here: www.redoomclan.tk
User avatar
greaserpirate
 
Posts: 350
Joined: 22 Jun 2011, 18:23

Re: RESOURCE: Mapping

Postby Jamestonjes » 06 Jun 2013, 15:59

most of the class rooms will be closed or have broken walls (unlike real life to easily move between the open ones)
In game name: MaxPayne >DOOM<
maps: Nameless,Pillars of Doom(incomplete)
User avatar
Jamestonjes
 
Posts: 100
Joined: 18 Apr 2013, 15:37
Location: South Africa

Who is online

Users browsing this forum: No registered users and 1 guest