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Old 12-26-2006, 11:24 AM   #91   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
I'm sorry, the mdl files are there. They're packed under Content\SeriousSam2\Levels\SamsQuest. The wld itself is packed in Content\SeriousSam2\Levels\WZTest. Sorry about that, I can see how it would be confusing.

No. No there isn't. Not even a .gro file
The thing gets downloaded as a .wld file
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Old 12-26-2006, 01:12 PM   #92   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Whoops, uploaded the wrong file.

I checked the gro on my computer, didn't bother looking at the upload URL.

Here you go.
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Old 12-26-2006, 01:13 PM   #93   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Mind if I use these? And maybe retexture them to give them more variety?
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Old 12-26-2006, 03:29 PM   #94   Add To Ignore List  
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Go for it, that's what they're there for.

Just watch out. There isn't a concave corner yet. I'll be making one soon.

Also, when you rotate the tiles, be sure you rotate the textures too so everything lines up seemlessly.

Have fun.
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Old 12-26-2006, 03:37 PM   #95   Add To Ignore List  
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Yes make a concave corner because you can make one side of the area sloped like the way your example is and the other side like a wall

Try and make a start of a wall peice, a middle wall peice and a top wall peice so we can make the walls (Cliffs) as high as we want

Or you can try leaving them editable so we can go into mesh editor and make our own shapes to use, using the models as templates so textures work properly
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Old 12-29-2006, 10:11 AM   #96   Add To Ignore List  
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I'm 100% sure the mdl files you have are not finalized. I never finalize my stuff, because the way I re-use models, I'd only be saving a few megs anyway. Also, I deliberately want the community to be able to scuttle my maps for art assets.

Last edited by WarpZone; 12-29-2006 at 10:13 AM.
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Old 02-20-2007, 12:35 AM   #97   Add To Ignore List  
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http://static.filefront.com/images/personal/w/WarpZone32/64815/dsjlzjzbaa.jpg

This is a door frame I'm polishing up for use in my submission to the DM/Invasion level map contest. I think it looks pretty nice, though I may optimize it some more, and maybe add some tricky layer features.

I've wanted to replace Croteam's Khronos doorways ever since I made Rumble Valley... you see, there are polygons missing from the bottom of the arch which make it hard to reuse in a player map unless you slope the floor just right to accomadate it. Also, it's non-rectangular which makes it hard to use in an indoor map. And some of the other arches included with Serious Sam are missing polies inside the wall, which makes it even harder to use!

I have tried to achieve a good balance between the shape of Croteam's arch and reusability with standard-sized floors and walls. When scaled to 1.0, 1.0, 1.0, this archway will cover a 8 -by- 16 rectangular hole in a wall up to 1 grid unit thick. Ideally you would probabaly use a wall .75 thick and a sliding door .50 thick.

I hope that when Serious Sam 3 comes out, Croteam places a little more emphasis on making modular, reusable art assets. I've heard that for SS2, they made gorgeous, high-detail levels, and then went through and deleted everything the player couldn't see, in order to keep the render-speeds down. I can understand why they would do it that way, especially if they were in a hurry, but hopefully they can afford to be a little more generous with their next masterpiece.

I hope this model demonstrates that, in some cases, keeping a few extra polygons that won't neccessarily be seen by the player can make the mapper's job much, much easier. In the long term, reusable art assets will allow mappers to create maps faster, which in turn will make the game more valuable to other players.

Last edited by WarpZone; 02-20-2007 at 01:01 AM.
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Old 02-20-2007, 01:52 AM   #98   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Looks very good
And I agree with everything you said about CroTeam. Their next masterpiece must be a MASTERPIECE
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Old 02-20-2007, 02:07 AM   #99   Add To Ignore List  
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Here's the shot I failed to upload before in the other thread:
http://static.filefront.com/images/personal/w/WarpZone32/64815/myhqrdhyrm.jpg
I'm pretty proud of the lights there.

And then here's the archway again, this time, with my own textures (instead of reusing the "Pipe" texture yet again. )
http://static.filefront.com/images/personal/w/WarpZone32/64815/yggvoofyfp.jpg

Don't get me wrong, Serious Sam 2 is a good game built around a great engine. CroTeam are GENIUSES for putting this much raw power into the hands of the mapper. In what other game can you right-click on an enemy, double his health, and make him shoot rockets instead of lasers? I just wish the art assets that shipped with the game were a bit easier to work with. All it takes is a slightly different design philosophy, when creating meshes.

And even if Croteam can't do this, we can.

Last edited by WarpZone; 02-20-2007 at 02:58 AM.
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Old 02-20-2007, 09:29 AM   #100   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Looks very very good. At first I didn't even recognize that it was ss2
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Old 02-20-2007, 09:33 AM   #101   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

this is ss2? wow, awesome job man!!
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Old 02-20-2007, 07:13 PM   #102   Add To Ignore List  
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Finally managed to get the Bridge looking the way I wanted it.

http://static.filefront.com/images/personal/w/WarpZone32/64815/famgskommp.jpg

I wanted the bridge to look shiny and sleek and sophisticated while the rest of the ship looks dirty and utilitarian.

It'll look better once I get some furniture and characters in there... Does anyone know if it's possible to get ahold of the 3 "Wizard" models they used in the cutscenes? They would be so PERFECT for the bridge scene!
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Old 02-21-2007, 03:35 AM   #103   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

wow, looks perfect!!
Ask CroTeam for the models
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Old 02-21-2007, 08:12 AM   #104   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Looks fantastic, but could you please use Anisotropic Filtering when taking screenshots? It would make them look 2x better (I mean, those distant textures look quite blurry right now)

Even the crappiest videocard can use AF without a performance loss, so try it- I suggest setting it to at least 8x.
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Old 02-21-2007, 09:03 AM   #105   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

That looks nice, I like the texturing, though overall the thing is too square.
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Old 02-21-2007, 03:25 PM   #106   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Finland: I took the screenshots from within SED2, not from within the game. How do I turn on Anisotropic Filtering for SED2?
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Old 02-22-2007, 03:02 AM   #107   Add To Ignore List  
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http://static.filefront.com/images/personal/w/WarpZone32/64815/gacvumekvc.jpg http://static.filefront.com/images/personal/w/WarpZone32/64815/ukyikquxfm.jpg

Added lots of curvy goodness to that square, square bridge (thereby largely defeating the purpose of the contest. ) You'll be happy to know that those curves are made up of 3 modular pieces (convex, concave, & straight) so that after the map is released, everyone should be able to re-texture them and reuse them.

There's some more architecture in the aft section now, as well, but I want to give it some more polish before I post more screenies.

I started on the gameplay this evening, too. It'll be powered by a tighter, simpler implementation of the self-scaling combat system I used in Sky High. This should be much more manageable than the first iteration of this system, and it may even allow me to set up my fights more quickly than before.

Watch this space! I could be done in days!

Last edited by WarpZone; 02-22-2007 at 03:13 AM.
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Old 02-22-2007, 07:38 AM   #108   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Wow WarpZone!! Now that is REALLY SERIOUS
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Old 02-22-2007, 07:42 AM   #109   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Yeah, it looks really good
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Old 02-22-2007, 08:23 AM   #110   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Quote:
Originally Posted by WarpZone View Post
Finland: I took the screenshots from within SED2, not from within the game. How do I turn on Anisotropic Filtering for SED2?
You can force AF from your videocard's control panel.

For me (Nvidia), it's under Performance & Quality settings ---> Anisotropic Filtering. Hope that helps
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Old 02-22-2007, 12:48 PM   #111   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Thanks, Finland. I already figured out how to turn it on by pulling up the save menu while playtesting. I used it at 8x in the above two screenshots. I noticed a mild performance hit when playing the game with it on, but you're right, it made the screenies a LOT less blurry.
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Old 02-22-2007, 02:17 PM   #112   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Much better now!

I think adding some pipes would improve its look. And don't forget to put your logo on the wall.
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Old 02-23-2007, 02:38 AM   #113   Add To Ignore List  
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First battle is done, polished, and it's easily the best fight I have ever scripted.

Tomorrow, I'll add some more fights, and maybe start working on the bridge scene. (If those models arrive by then! )
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Old 02-25-2007, 01:39 AM   #114   Add To Ignore List  
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http://static.filefront.com/images/personal/w/WarpZone32/64815/nxnggmikgn.jpg

...
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Old 02-25-2007, 06:02 AM   #115   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

oh man, looks very interesting!!
/me tries to figure out what could it be
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My Showcase Thread !!!
Haunted Palace Serious Sam SE Music Video (High Quality)

New projects!
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Serious Sam crazy!
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Old 02-25-2007, 09:52 AM   #116   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Lol, that's a lot of chapterinfo's at one place
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Old 02-25-2007, 10:03 AM   #117   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Is this map for the contest ?
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Old 02-25-2007, 02:01 PM   #118   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

Lol yep. It's that same map. I haven't been working on graphics much these last two days. They're pretty much finalized. Instead I am mostly working on gameplay.

But how do you take a screenshot of gameplay?

I could have some pictures of sam shooting various monsters, but I thought this was more interesting.

Alternate joke.

I've got 3 fights and 3 story segments scripted so far. I think I'll try to finish 3 more fights today. Then Monday Admir will be sending me the models, so I can start working on the intro and ending sequences.

If I still have some days left after that, I think I'll add some more fights, or maybe just polish up the graphics and add a few more secrets.

Last edited by WarpZone; 02-26-2007 at 12:30 AM.
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Old 02-26-2007, 04:03 AM   #119   Add To Ignore List  
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Cargo Bay.

http://static.filefront.com/images/personal/w/WarpZone32/64815/wxbbzyzxkk.jpg

I know I said I wouldn't change the graphics much today, but then I realized that the screenshots I already posted of this area are very old! Anyway, here's what it looks like, currently.

Last edited by WarpZone; 02-26-2007 at 04:05 AM.
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Old 02-26-2007, 09:32 AM   #120   Add To Ignore List  
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Default Re: WarpZone's Showcase Thread

It looks great
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