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 Post subject: Playground map
PostPosted: Sat Mar 27, 2010 5:01 pm 
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Here is a topic that will follow the development of the Playground map that i'm making as a test for all the features of the engine.

http://gritengine.svn.sourceforge.net/v ... layground/

The issue on the list of the issue, to see what stuff it is involved with:

Issue 62
(look the issues it is related with too)

I will post in the topic with pics or commentaries and I will link to them from the first post to keep this tidy. You can comment and critice I will break your face, very welcome!

Quote:
8 Feb, 2010. First photos of the map at current stage

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 Post subject: Re: Playground map
PostPosted: Sat Mar 27, 2010 5:01 pm 
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Untextured for now until the Texture blending is finished ;)
Image
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Image

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 Post subject: Re: Playground map
PostPosted: Sun Mar 28, 2010 10:14 pm 
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texture blending by vertex color, yeaah!

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 Post subject: Re: Playground map
PostPosted: Mon Mar 29, 2010 1:04 pm 
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Looking great! At least we won't need to create new textures for blending. Now just create tutorial how to do that. :)


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 Post subject: Re: Playground map
PostPosted: Tue Mar 30, 2010 12:52 am 
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fixed some stuff. sharpness is important too, I still have to see how to really make it different...

Image
Image

will do a tutorial when we fix some stuff.. that might be soon!

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 Post subject: Re: Playground map
PostPosted: Tue Mar 30, 2010 12:21 pm 
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Last shots now looks really good, what about some 'real' grass? I mean not just plain texture so it looks more 3D :P


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 Post subject: Re: Playground map
PostPosted: Tue Mar 30, 2010 1:52 pm 
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yeah, procedural placement of grass patches is planned :) it will be done on the tcol, like GTA does.

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 Post subject: Re: Playground map
PostPosted: Wed Mar 31, 2010 5:39 pm 
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we have roads

Image

Image

if you spotted the dirt in the road is more glossy than the dirt in the terrain YES they are using different spec maps. fun too, the one in the terrain is generated with specfromdiffuse making it interestingly hard to find the correct specmap for the dirt in the road. f*ck!

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 Post subject: Re: Playground map
PostPosted: Wed Mar 31, 2010 5:43 pm 
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SON, I AM



PROUD!

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 Post subject: Re: Playground map
PostPosted: Wed Mar 31, 2010 5:44 pm 
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I like what I see JostVice, nice work and keep it up m8.

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 Post subject: Re: Playground map
PostPosted: Mon May 03, 2010 4:33 pm 
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tiny updates

Image

note the plane is a free model, the terrain is unfinished (so you can see the sky's bottom) there is no vegetation and the airport is white!

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 Post subject: Re: Playground map
PostPosted: Mon May 03, 2010 5:36 pm 
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Looks great Jost, liking it a lot! Tell me, what methods do you use to create such a terrain?

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 Post subject: Re: Playground map
PostPosted: Mon May 03, 2010 6:39 pm 
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i move vertexes


PS. I work from a plane, start extruding edges and that and creating loops and adjusting. the hills models aren't perfect and i want to revisit them at some day.

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 Post subject: Re: Playground map
PostPosted: Mon May 03, 2010 6:43 pm 
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Ok, so like creating with a plane with a lot of width and length divisons, then moving the lines themselves?

The hills look great to me by the way :Aw:

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 Post subject: Re: Playground map
PostPosted: Mon May 03, 2010 6:48 pm 
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i usually create a plane without any segments, then it is all to select a edge, press shift and move the egde (extrudes it)

then select edges to connect em (adds a loop)

repeat repeat, i model everything like that, but rocks are hard, there are a few tutorials on the tut topic

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 Post subject: Re: Playground map
PostPosted: Mon May 03, 2010 8:04 pm 
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Cool, well, that's a different approach to how I would have tried, but I think I'll give it a go ;).

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 Post subject: Re: Playground map
PostPosted: Tue May 04, 2010 9:58 am 
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Behold the powers of edge extrusion and loop selection ;)


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 Post subject: Re: Playground map
PostPosted: Thu May 06, 2010 4:31 am 
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more updates? :D


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 Post subject: Re: Playground map
PostPosted: Thu May 06, 2010 4:57 am 
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Coming soon, throw something in :D


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 Post subject: Re: Playground map
PostPosted: Fri May 07, 2010 7:37 pm 
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got a base for the airport, the textures are still placeholders. just discovered overdraw is indeed expensive, costed 10 fps to have polies under the airport base! they are now deleted

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