Author Topic: Mapping  (Read 53429 times)

Bump.

To create the map I wrote a texture generator in java.
I get a rough copy, make it tile (in photoshop) and have this:


Then I normalize it:


And put it in.


Displacements are fun.

I'm feeling unmotivated to map. I really want to map, but i don't have that oomph required to start a new project.

 Those are some smooth rocks.

I'm feeling unmotivated to map. I really want to map, but i don't have that oomph required to start a new project.

Make a detailed underground dungeon. Scary, so things pop out at you.

 Edit: I see some of you guys understand bump mapping.
« Last Edit: April 18, 2010, 03:33:34 PM by Riot »

I really like making actual buildings, and I think I'm good at geometry and layout but people (facepunch) say that I'm bad at lighting and texturing.


Floating islands*

 Yes, I was kinda hoping it would have a more rough state, telling a story how it was dragged and pulled out of the ground with harsh rough scars left in the rock. But here it looks man made.

 I'm sorry but your terrain looks so safe, and sooth like you cant get hurt when you fall down.

 So perfectly smooth...

loving hell, I hate vrad so much.  It's such a piece of stuff part of the compile process, and it's too annoying to try to limit light bounces.  I mean really, does the carpet REALLY have to be reflective?  And also the fact that whenever vrad basically stops working and you kill the process, you have to restart steam because it BREAKS THE loving THING.


What is that supposed to mean?

Well, I'm a dumbass, I guess I should raise some lightmaps.
EDIT: Ooh, I got bumpmaps working, they're going to be in bedroom 1.1
« Last Edit: April 21, 2010, 08:56:49 PM by Marcem »

Alright, i think the carpet texture bumpmap is a bit too dramatic, what do you guys think?


I actually think the whole stable of compiling programs (vrad, vbsb, etc) is actually one of Valve's greatest accomplishments. Half the reason that HL2 is so beautiful for it's time is because of the high amount of mapping optimization that takes place in their level design process.

Think of L4D 1&2. The levels are beautifully done and so well optimized that there's very little network latency.

But one gripe I had was the bouncyness of light, I still have that gripe a bit, in my current version of the bedroom map, the window light bounces all over the map.

What is that supposed to mean?

 It means Steam doesn't bother to fix its problems.

Ontopic: Marcem, bump mapping in HL2 comes with a price. When playing the lighting changes from different perspectivees for each player. What I mean is when you shine a flashlight on a bumped map it works fine, but when from your perspective another player shines a flashlight it distorts the map making it look like a smudge. Although you can avoid it if your mapping skills are excellent because the last time I encountered this was on a crappy Zombie Master map.