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[WIP] How the Desert Misses the Rain

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KorJax
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[WIP] How the Desert Misses the Rain

Postby KorJax » 04.11.2007, 07:50

:baby:So I decided to try and make a desert map using the limited textures/materials at my disposal in the demo.

I am kind of using this as a way to learn Sandbox 2, while still making a good quality map.

All I have focused up to this point is texturing/hightmap/terrain/vegitation. I plan to add voxels for overhangs, and other stuff as well for extra detail next. Then I will start adding things liek clouds, before actually starting the level design (which i where I might have more than a good share of bumps with :tongue:)

The hightmap was generated using GeoControl, and then importing it in SB2. What a fabulous program! I really like the results. I could probibly be able to achive higher quality and more realistic looking terrain if I went in afterwords and really worked at terrain creation with brushes and what-not, but at this stage of skill, that would of been overkill for me :)

I tried to make everything seem natural in deisgn, and each texture job have it's purpose and "personality" for being there, to make it have more sense in a visual way.

The biggest challenge for me was trying to get details in somthing so plain as a desert. I only have about 4-5 or so different texture layers, yet it took over 10 minutes to generate the surface textures due to how much/different I used each of them

The weed at the bottom of the cliffs, leaching what little water and nutrients the soil gets dry

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Overhead view of the rock cliffs

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Looking at Brown Mesa in the morning hours

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On top of Brown Mesa in the morning

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Weeds growing up Brown Mesa and leeching it dry at high noon

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Night Vision is usefull/wanted during night!

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Without night vision

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Skydive overview of the whole area at night in night-vision

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Current Issues:

Can't get my material settings to save. I tweaked the materials for both of my rock textures to make them look less buggy up-close shader wise. However, when I save+restart, although everything else is fine, my shader settings I set these two materials for reset back to the buggy-close-up defaults. Any help?
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VengenceBot
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RE: [WIP] How the Desert Misses the Rain

Postby VengenceBot » 04.11.2007, 09:47

my guess its the editor.. you cant even duplicate the materials... they are read only
try placing those objects in a layer called (MatObjects) and see if it works ?(

oh btw the map looks nice..
Last edited by VengenceBot on 04.11.2007, 09:48, edited 2 times in total.
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KorJax
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Postby KorJax » 04.11.2007, 16:57

What objects? You mean place the materials? How do I do that? I'm talking about the materials painted on the terrain for the rock :P
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KorJax
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Postby KorJax » 10.11.2007, 05:42

Update!

The local military village's shooting range:

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Inside the recreation/work shack at night:

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The village at dawn:

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Inside one of the cave's that lead to to the top of the mesa:

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Looking up one of the long shafts to the surface:

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Currently Fiddling with:

Trying to place all my objects/prefabs/ect before it's too late, and that includes all the object detail in the caves, armories, main base, ect...

I might have to just release a "non-playable" finished version for the demo, and finish the map in it's entirety after release.

Also, I plan to add VisArea's and Portals to the caves, once i figure out how they work and how to do it in the first place. That way, I can make the caves completely dependant on secondary light sources instead of ambient light.
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General Willy
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Postby General Willy » 10.11.2007, 06:00

Very cool man. I especially like the whole night ambience.
jonnyfilmboy
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Postby jonnyfilmboy » 07.01.2008, 06:20

Wow, awesome.

This could almost be a Mission to Mars mod, you kow, if the shooting gallery wasn't there I mean.
Last edited by jonnyfilmboy on 07.01.2008, 06:21, edited 1 time in total.
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Maxblaze
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Postby Maxblaze » 07.01.2008, 19:26

sorry.. iam very new :D ahm could you tell me what "WIP" means? or is it VIP ?
:P - Best Version of (: P) Smiley Ever!
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Dark shadow
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Postby Dark shadow » 07.01.2008, 19:47

Work In Progress, you can understand it by reading the description ;)

Anyway it seems that these textures are too stretched...
-> SQUAD COMMANDER - a complete squad at your commands - go wherever you want / do whatever you want
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-> MAXIMUM CHALLENGE - a complete SP modification - the real hard campaign / more enemies / more action
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-> TANA's: Tactical Alien Nanosuit Attachments - Alien nanosuit attachments to expand and increase your abilities
----------
-> AGILITY FLOWGRAPH - Do amazing wall runs and jumps, grab edges and climb and jump everywhere. Have fun!


 
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