On Hold Castle Run

Discussion in 'Terrains, Levels, Maps' started by krallopian, Jan 29, 2019.

  1. Dagalufh

    Dagalufh
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    This map looks beautiful. And this will be the first map that has a timed dragstrip if i'm not mistaken.
    Great work in both scripting and designing.

    I'm really looking forward to be able to take a drive on it and admire your work. Take your time and enjoy creating it.

    Thanks in advance for sharing your talent with us.
     
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  2. Juan The Turtle

    Juan The Turtle
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    really nice, are some of the TSStatic items from Italy? i like them and want to add some to my project.
     
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  3. krallopian

    krallopian
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    Some are from Italy and some are from WCUSA! A lot of stuff is my own from Maya, but generally the larger items.
     
  4. Juan The Turtle

    Juan The Turtle
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    thank you, it looks really good. Nice work.
     
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  5. krallopian

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    Buncha work today on the tunnel itself, past couple days I've been toying with overall visuals, plenty of distance details around the map, I think it's really starting to look great! I've built a curb "system" that is about 150meters of un-tiled textures using only one texture while still being decently high fidelity. I had a proper tunnel entrance and exit built but. . just scraped it so pretend the tunnel entrance/exit shown isn't really there as it's just placeholder for now. =D

    I've put together a system for distance markers, 100meters spaced.

    While in the tunnel there are center rumble strip marker thingys that give some "bump" to the suspension if you drive over them, pictures show'm.

    While driving through the tunnel each sign lights up from a spot light mounted to the rock wall, then turns off as you drive past - makes for some great sense-of-speed and the interior shadows flying through the car look awesome.

    Once I've got it all scripted (each light needs to be named, each trigger named, each trigger calls a specific light to turn on or off, yadda yadda) I'll get a video of it.
     

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  6. krallopian

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    Coded all the triggers/lights today. 31 triggers, 31 lights inside the tunnel.

    Then I built an actual light pole/mechanism. Textured it up, and presto! (attached)

    Rendering out a video now then an hour to upload and I'll update here with the vid! Just a quick couple run throughs for now.
    --- Post updated ---
    HAH I totally forgot to rotate the damn lights! All day I kept saying, "Make sure to rotate the light before uploading!" ... derp.

    Fixed (attached)
    --- Post updated ---
    Annnnd the video: (after accidentally uploading the wrong damn video heh, thanks for telling me AFTER the fact Youtube!)

     

    Attached Files:

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  7. fufsgfen

    fufsgfen
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    I think that if you could connect castle run to a loop in some sane way (not whole distance perhaps) it might add more possibilities to your map.
     
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  8. krallopian

    krallopian
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    Everything's connected! =)
     
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  9. krallopian

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    A more in depth look at things!

     
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  10. Fuvos

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    Wow this is super impressive!
    Looks really well crafted, fantastic job creating this! :)
     
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  11. Exchy

    Exchy
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    Will you be leaving the vanilla lighting on the map?
     
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  12. krallopian

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    Great point! I've decided for now that time of day will be static. Personally I never use it and . . . everyone will have to suffer as a result! Hehe.

    I've developed normal maps, specular maps, LOD meshes, etc.. All around the existing lighting. Things in shadow are low detail ave as a result afford me a higher detail budget on alllll the things the sun touches.
     
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  13. ignito

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    Fair point to make, I usually don't change the time of day much either, but it would be nice as an option for those few times to experience the map a little differently
     
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  14. krallopian

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    I have actually been generating for a "morning" and "afternoon" capability but been focused on the afternoon lighting primarily.
     
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  15. Exchy

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    More towards atmospheric experience, than realistic aye
     
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  16. krallopian

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    You nailed it!
     
  17. Gamergull

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    It already looks so stunning, so lack of time controls should be no problem.
     
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  18. krallopian

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    Thank you! How much do owe ya for that staff pick too?? ;)

    I've been doing some pretty exciting things the past little while, I'm about 60% of the way to showing it off - BIG TINGS MON! For now I had to post that I had to post just to release some of that excitement that's been building up =D

    The past week's worth of work has been dedicated to the CASTLE portion of Castle Run. From the start I've wanted to build a castle specific for the map, but with the existing one and my limited experience in the engine I just left it as is using the Italy Castle. That's no more! This will probably give it away but the castle itself is quite race-track oriented! Back to work I go.
     
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  19. fufsgfen

    fufsgfen
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    Amount of work and visual quality put on your map certauinly deserves some picking, rare to see such, actually I'm not sure if I ever has seen such visual quality of map combined to programming side of things that go with it.
     
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  20. krallopian

    krallopian
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    Here's the goods!

    First pic shows scaling as I started building it.

    Second shows higher quality model/scale, and... looks neat.

    Third shows it now textured with placeholder textures, shapes, normal maps.

    Next up, weathering - broken bricks, dirt/grunge, etc..

    For those who don't know, it's the Nurburg Castle - which gives the Nurburgring it's name, "The ring around the Nurburg Castle." Trying to find images/blueprints etc.. has proven difficult. I contacted a few German tourist boards, finally put through to the people who run the castle, and this one lady very happily supplied me with an old PDF they had that gave the height of the center spire, then from there I was able to build. I'm really proud to have the Nurburg Castle in my level! - Still lots and lots of work to do.
     

    Attached Files:

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