Updated WidowsPeak Screens


3eamus
01-16-2006, 12:05 AM
I have a whack of new updated screens of my WidowsPeak. Here is just one (below), follow the link to a bunch more.

I've just started the trench so it looks a little bare right now. Also I'm only getting 30 FPS, so I need to work on that.

http://aeropause.com/dod/maps/widowspeak/

s.

Ricochet
01-16-2006, 01:02 AM
Very good looking. :)

The HDR gives the scene a very special kind of mood, though I wonder whether it may be a bit too much when playing.

Koblentz
01-16-2006, 04:01 AM
The screens are beautiful. Make sure it plays well, though. Looks + gameplay = a winner is you!

Shape
01-16-2006, 09:52 AM
Wow, looking great!!

El Capitan
01-16-2006, 10:05 AM
Looking VERY good indeed! Did you fix your shadow problems in the end?

Did the guys at Eclipse mod have any problems with you using their foliage? I just ask as I wouldn't mind using some of that in my map, and thinking about asking them if I can use them.

Rhoades
01-16-2006, 10:51 AM
Looks like ill be playing a slideshow if i ever decide to download this map. ill probably get 5 fps average.

El Capitan
01-16-2006, 11:09 AM
Originally posted by Rhoades
Looks like ill be playing a slideshow if i ever decide to download this map. ill probably get 5 fps average.

I don't see why it shouldn't play alright if its been made correctly, the map uses fog which blocks long range vis, no doubt displacement surfaces for the terrain which has been well constructed as to not allow long range vis.

He might have even used some well placed hints here and there, its unfair to comment until you've tried and tested the map yourself.

Just because something looks good, doesn't mean its going to play bad!!

3eamus
01-16-2006, 08:08 PM
Hey hey, thanks for the feedback. The HDR is fine, a tad bit glowy in some areas but not blinding. It will play well, I promise. WidowsPeak is my first map so I'll have to take a look around to see what works as far as gameplay/layout goes. What I'd really like to do is make this map a capture-the-flag-and-return-it-to-your-base - kind've map. If anyone knows a tutorial on bringing a flag back, please let me know. Currently it's just setup for capture the flag with 3 flags for each team.

Mr. Captain - yep I fixed my serious error/shadow issue. It turns out that most of my trees were dynamic, not static and it was just too taxing. So I had to sacrifice only making some of the trees dynamic in order to get a shadow casted. I read that multiplater props are even less expensive, but when the trees are multiplayer, they fall down! Is there a way to keep them MP but still stand up?

I mentioned in my first Screenshot update that I aquired some of the props from the Eclipse mod. No I didn't ask, but I gave credit previously. If they aren't happy with that then I'll remove them.

Rhoades - As I mentioned, I'm currently getting 30 FPS with barely no optimization at all. So I'll make sure it's up to snuff before I release it. What is average anyway? 40-60 ?

Yeah there's only two houses and the rest is props/displacements...it runs quite well and it will be fun to play.



:D

El Capitan
01-16-2006, 08:22 PM
Originally posted by 3eamus

Mr. Captain - yep I fixed my serious error/shadow issue. It turns out that most of my trees were dynamic, not static and it was just too taxing. So I had to sacrifice only making some of the trees dynamic in order to get a shadow casted. I read that multiplater props are even less expensive, but when the trees are multiplayer, they fall down! Is there a way to keep them MP but still stand up?


Excellent, glad to hear you cured it.

Multiplayer props will drop down to the nearest surface, so if the tree is going through the displacement surface its probably trying to drop down to the next brush.

Try checking the "start asleep" flag in entity properties and make it non-interactive. This will make sure the prop stays in the position you leave it in hammer.

3eamus
01-16-2006, 08:55 PM
Hey, awesome! Thanks for the tip.

Is that in the Class Info tab? I can't seem to find those.

Wait ok these trees don't have those flags unfortunately.

FuzzDad
01-16-2006, 09:33 PM
Are those Jurassic-Park-sized lilypads? :) Looks purty!

Scooby
01-16-2006, 09:45 PM
Like the look of it and the water effect..
Maybe replace the modern looking abandoned car with the jeep model?
It just stuck out to me esp. when you were using the Tiger and the Kubelwagen models.
Look forward to playing it.

3eamus
01-16-2006, 10:59 PM
Yeah I was hoping to export a 1940's vehicle but I don't think I'd get around to that...jeep it is!

StreamlineData
01-16-2006, 11:34 PM
Originally posted by 3eamus
Yeah I was hoping to export a 1940's vehicle but I don't think I'd get around to that...jeep it is! You can get a cars/trucks from that era from (who's map was it...) dod_chicago. There's a whole assortment of WWII-era automobiles.

As for the trees... going along with what El Capitain said, if you made the props MP, and stuck them into the displacements, they would just drop to the next brush, right?
Well how about if you stuck a solid brush directly underneath it? I haven't tried it myself, but I would think that it would stay up when the prop spawns, but when knocked over, it would hit the displacement (especially if on a hill).

3eamus
01-16-2006, 11:42 PM
StreamlineData - thanks! I'll check out that map.

The trees stay put if I make them MP and turn on "start asleep" and "no damage physics" or something...so it's all good

cheers

El Capitan
01-17-2006, 07:54 AM
Originally posted by 3eamus
StreamlineData - thanks! I'll check out that map.

The trees stay put if I make them MP and turn on "start asleep" and "no damage physics" or something...so it's all good

cheers

Thats what I meant :)

I take it you found the checkboxes in the end! I was going to take some print screens in hammer.

3eamus
01-17-2006, 08:28 PM
Yeah thanks I found 'em. At first I didn't hit "apply" before heading over to the flags, so I didn't see them.

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