Official 3D art thread - Warband

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Yah, agreed, but my main gripe is with those flags.

When there's a lot of a given object in a small area such as this, you may consider doing variants, repetition takes a lot away from the scene if there's no variation.

Good you got rid of those awful mid-wall seams and that boxy stair, I still feel it lacks charm, but it's getting solid.
 
Has anyone tried importing the campaign map inso something like wings and moddeling map icons actually within the map?

Any forseeable problems?
 
Austro 说:
Made a flythrough of my tavern for school, have yet to add audio.


https://www.youtube.com/watch?v=tK8yT5f4HU4
The fact that its in UDK makes it that much better. Good job.
 
produno 说:
Has anyone tried importing the campaign map inso something like wings and moddeling map icons actually within the map?

Any forseeable problems?
Cant see why you would want to do this, it would look awful and make it very hard to move towns/villages ect. Also how would you texture them? You would be limited to the campaign map textures.
 
produno 说:
Has anyone tried importing the campaign map inso something like wings and moddeling map icons actually within the map?
It would be kind of difficult to make anything viable - be it a castle, a town or a wall - in such a way. Seek a workaround.
 
There's some clever workarounds with the map icons but it's a lot of work.
Check out the Battlestar Galactica mod, it has a galaxy map with planets and ****.
 
La Grandmaster 说:
Cant see why you would want to do this, it would look awful and make it very hard to move towns/villages ect. Also how would you texture them? You would be limited to the campaign map textures.

It wouldnt need to move and it only needs the map textures.

Lumos 说:
It would be kind of difficult to make anything viable - be it a castle, a town or a wall - in such a way. Seek a workaround.

You see, now youve said that im gonna have to try :smile:.


Im guessing from the responses no ones ever tried...?
 
Nobody's ever tried because it'd be needlessly time consuming and the end result would look terrible. You're limited to five low-res hardcoded textures which blend with each other, and there's no way around it. And what's to prevent your character from launching in the air when they go over a building?

You can do far more by creating dummy icons.
 
jacobhinds 说:
Nobody's ever tried because it'd be needlessly time consuming and the end result would look terrible. You're limited to five low-res hardcoded textures which blend with each other, and there's no way around it. And what's to prevent your character from launching in the air when they go over a building?

You can do far more by creating dummy icons.

Im sure i already said it uses the map textures? Meaning it has no textures of its own. It currently has a dummy icon but it has to go the whole length of the map, meaning it keeps flickering on screen (appearing and dissapearing) its not ideal.

Besides i asked if anyone had tried it, not your opinion as to why you think it would look ****.
 
Nobody's ever tried because it'd be needlessly time consuming and the end result would look terrible. You're limited to five low-res hardcoded textures which blend with each other, and there's no way around it.
That's not entirely true; you can substitute a different shader and use an entirely different material setup. 

The problem would mainly be getting it to work with the practical texture limits and other issues related to how the engine works; it'd be challenging but it's certainly not impossible :smile:

Anyhow, lots of great work here, glad to see all the growth and experimentation :smile:
 
You could also use 4 textures (2 diff 2 norm, maybe throw in spec / glow in alpha) and do 8 unique sets, a couple of tilers with some fancy limits on UV based on vertex colors and all that. 

The big problem, though, is that it'd have to work with the pathfinding system, but there are some ways around that.

That said... the far easier course is to just make the map icons cast / take the shadowmap, which is straightforward, and model the map so that it's a perfect fit with those meshes.  It's just a lot of work, which is why it's not generally being done except by projects with a release date of "sometime before the sun's core has cooled off". 

Heck, when I started out with this engine, the tools for editing maps were so primitive that just exporting / importing OBJ meshes was painful and there weren't any in-game tools for editing it.  Oh, wait, it's still like that.
 
produno 说:
Has anyone tried importing the campaign map inso something like wings and moddeling map icons actually within the map?

Any forseeable problems?
It is possible and if you are good at modelling, easy enough, although I would use blender.

The best map.txt to obj converter (and the reverse) out there is swyter's cartographer. It is really easy to use. Put your map.txt in the .../res/mod folder of swyter's cartographer. Then start up the program and export the map as obj. One click, less than a second later you have it. Import into blender with the correct settings and model away. Pait the trainagles with the correct material (the terrain types). If your map has already terrain, this will be imported, too, so you can use these materials. When you are finished, then you export - again with the according settings - to .obj-file. Open swyter again and import .obj. Then save map.txt. And there you have it. It is really not different to modelling your map in blender - or is really everybody out here using thorgrimm's? I find blender much better than Thorgrimm's - stable and far more possibilities.

Depending what you want with that feature, you will have to place dummy-icons (that is parties) nonetheless, if the Player should have the possibility to interact with that.

The other alternative - already mentioned - are a couple of dummy-icons placed in a long line. They have to be small enough that they will not flicker. Try it out, what size works best.
 
yidy.png

A fantaisy interior, don't care about horrible wall texture ...
 
You should try out some of the shaders used in native.
For example: 'bumpmap_interior_new'
 
Practice. I know there are some issues.

Suomi M31.

Warning: 1680x1050.

10256702_671360509567376_5786654654414773398_o.jpg

1979902_671363326233761_7148234450607011930_o.jpg

Oh, and for fun, I found an old crappy fly through of my level. A bunch of us couldn't find anything free to get our 60 fps fly troughs compress without the lag, granted that was a couple years ago and we were crunching for time.  Was fun to find that video again after the years. (Just for you guys to have fun for a few mins. And yeah, thats my facebook, but whatever.)

https://www.facebook.com/photo.php?v=388273144542782&l=461107707382475090
 
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