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Re: Deserted Asylum - Level In Progress [Re: Ilidrake] #206307
05/12/08 21:22
05/12/08 21:22
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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yes, that definatly looks lots better, still, there's things to change ofcourse wink but we are here to help you out ^_^

first of all, the wires, you are allowed to have more faces in there to make them look less edged and more rounded :P scale them down as well, like half the size it is now.
second, what's the white thing? again looks too clean, and kind of doesnt fit the environment, might wanna remove that, and put a broken panel model on the floor below the hole...
the roof definatly is improving, but scale it a little smaller, it is just TOO big now (like, between the current size, and previous size).

though the walls have been improved, rather then just blending it black, try adding some more "gross" things there, brown/green spots in general do well (again, can be solved with simple sprites, but make the transistion as less noticeable as possible there, as if the ceiling blends the walls, which blend the floor, that should be best for horror levels!).

doorposts look way better now!
and the fire exit is a cool addition wink

the pile of dirt in the background looks way to big imo, might wanna change that for (again) a sprite with a texture on it that's worn out, if you have no clue on how to achieve that, i can make you one, so you can test with that a bit.
and again, in general, add more dirt, that's the clue wink

great job so far, and keep it up! love seeing this develop.

regards,


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Re: Deserted Asylum - Level In Progress [Re: Ilidrake] #206309
05/12/08 21:34
05/12/08 21:34
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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definitely an improvement, more of that. next step, try to experiment with materials(specular/normal mapping, reflectivity, ambient coloring, ...), for cables, walls, dirt, debris etc.

Re: Deserted Asylum - Level In Progress [Re: broozar] #206353
05/13/08 05:21
05/13/08 05:21
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline OP
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Ilidrake  Offline OP
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Posts: 249
Louisana, USA
I was wondering if someone could tell me why i'm having issues when i export this to FBX and import it into WED. If i apply a normalmap shader to it and hit it with dynamic lights it get really funky. And if i bring other objects into the level that where FBX there bumpmapping transfers over to the level. Strange.


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Re: Deserted Asylum - Level In Progress [Re: Ilidrake] #206633
05/14/08 18:34
05/14/08 18:34
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Posts: 2,758
Antwerp,Belgium
The plausible aspect of the screen looks quite good to me, lighting is indeed the key to realistic scenes wink wink
Of course, a render shot in Max is never the same as when using the scene in 3dgs' WED. I see you're having problems with exporting this (which is the initial problem that scenes never look the same from Max to WED) thus I advice you to pm some experienced users about the exporting and compability functions from Max towards 3dgs.
Exporting can be a pain in the a*s when not using the right technique(s) ^^

Cheers

Frazzle


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Re: Deserted Asylum - Level In Progress [Re: frazzle] #206638
05/14/08 18:48
05/14/08 18:48
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline
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Foxfire  Offline
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Posts: 235
TEXCOORD3
You have to change/implement shaders. 3DGS doesn't use multiple shaders for light like MAX does. The only way to get the scenes to look similar is to almost completely change the level. I had the same problem when i imported some shaders from MAX, they just don't look the same, the lighting engines are just too different.


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Re: Deserted Asylum - Level In Progress [Re: Foxfire] #206686
05/14/08 23:46
05/14/08 23:46
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline OP
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Ilidrake  Offline OP
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Joined: Apr 2007
Posts: 249
Louisana, USA
All the textures you see in the scene are hand painted by me in photoshop. I'm not using any shaders or materials from Max. The only problem I have is when I add the shader in wed. If only the level geometry is loaded no problem, looks good. Add another model, say for instance window panes, and the bump mapping from the windows transfers to the level geometry. Very strange indeed. The level does look pretty good in WED though. I just need to get the light issue resolved and igure out how to use HDR. Soon as I have something plausiable to look at I'll post some more screens.


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Re: Deserted Asylum - Level In Progress [Re: Ilidrake] #207003
05/17/08 00:25
05/17/08 00:25
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline OP
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Ilidrake  Offline OP
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Posts: 249
Louisana, USA
Moving along the latest screen shot(see first post) shows another area with a square entity used for dynamic lighting. I do not have the spotlight for any objects active yet the light is still projected as though it is a spotlight??? Anyone ever have this problem? I have tinkered with everything and can't figure this out.


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Re: Deserted Asylum - Level In Progress [Re: Ilidrake] #207007
05/17/08 02:28
05/17/08 02:28
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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Bay City, MI
as far as the doors go you might want to just make them use a texture that looks like actualy trim (lines and nails to make it look accurate)

Re: Deserted Asylum - Level In Progress [Re: lostclimate] #207010
05/17/08 03:07
05/17/08 03:07
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline OP
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Ilidrake  Offline OP
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Posts: 249
Louisana, USA
I've already dealt with the doors and facing issues. My main concern now is in-game lighting problems.


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Re: Deserted Asylum - Level In Progress [Re: Ilidrake] #207478
05/20/08 01:44
05/20/08 01:44
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline OP
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Ilidrake  Offline OP
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Joined: Apr 2007
Posts: 249
Louisana, USA
Well, i don't think I'll be doing anymore work on this level as I just joined up with Spearbang Productions(see my signature). So as promised here's the final model for members to use and abuse as you want. Have fun with it.

Asylum Model


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