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Detail in Exterior Areas (for final release)


Katarn07

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Lots of people commented on the rock walls needing to be more realistic for the demo. Well, there are more exterior areas in this game, and most are bigger than what was seen in level one.

For instance, levels 4, 5, 6, and 8 all take place outside (outside of cities as well), and making rocks more realistic just won't cut it for realism. So before the authors mess that up, I think DF veterans, or people who are aquainted with the game should give some input as to how these areas should be improved.

 

My level 4 suggestions.

 

Fest is full of canyons and outdoorsy areas, so I think some installations with windows in the walls that make the base seem bigger would do good here. When you look down at the canyon floor, something needs to be added. Buildings, AT-STs on trial runs, etc.

 

My level 5 suggesrtions.

 

Gromas could just use some whacky machinary jutting out of the walls. Somethink like the thing in JO's level one, the rock wall across from the door that's controls are blasted has something like what I'm talking about. Also, since there are underground areas, the rocky halls need to be a little more jagged. Maybe some prisoners from JO could be found in that one chasm, the one that leads to the power coupling area.

 

My level 6 suggestions.

 

Well, the base is man made, but there are some natural rocks used as wall in the opening of the Orinackra level. The one area that is bland is the canyon you cross on the skiff. I suggest adding a building below to explain where the probe droids come from. Some installations with windows in the walls would do fine too.

 

My level 8 suggestions.

 

Just cut up the ice up, making it more jagged. Make the ice reflective, like the mirror in JO's last level, so we know it's ice. My first time through, I had trouble distiguishing snow from ice. That river water should have ice chunks floating on top of it (if this is possible).

 

 

That looks like I'm requesting alot, but I just did 4 level suggestions. I also went into depth as to what I'm talking about.

 

The rest of the outdoors areas (levels 3, 7, and 11) are in a city, all man made. No need to do anything about staright edges here.

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We know about the rain and snow features... I won´t start spoiling you :D

 

It´s nice to see ideas popping up the team had in internal discussions ;)

 

 

@Katarn07

I don´t know if I´ve already mentioned it but there will be different types rocks formations in the levels. The secbase is just the easiest way to make them.

I couldn´t change them too much because PL_Phantom made it this way and I would have to rebuild the complete thing (wich would cause too much trouble -> level would leak etc.)

 

As always, we will keep your ideas in mind. For the gromas level I thought exactly of those features when I started with the map ;)

 

For level 8: sorry, everything you mentioned is impossible with the JO engine.

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You're doing Gromas! That's my favorite level in DF! (tied with Ergo).

Your current Avatar is fitting.

(I get it, first it was the sec base, now Gromas...)

 

 

level 8, oh well, I figured about not being possible (are you sure about the ice reflection though?). If not, I'll just leave the cleats on! No battery power for those :D

 

 

I had the weather thoughts as well and if I may make a suggestion, do it in certain areas, not the whole thing. For example (if this is possible!)

 

 

In the Detention Center, many of us know we will get to return to the Crow with Madine at our side. On the way in, it should be just dark out. But upon leaving the base with Madine, make it raining. There is just something really gloomy about prison and rain...

Script the level to begin raining after the first objective is completed. I am not a level editor, so I don't know if this is possible. if it is, do the same with Anteevy. After planting the third charge, make it snow so then upon your arrival outside, it is snowing.

 

 

*** Oh, wait! Anteevy author, I remember a lot of straight edges! Make them slopes; snow can't form edges like that. If that author isn't here, can Darth, One, or Milesteg direct exterior authors to this thread for detailing ideas?

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You can´t use mirrored surfaces all over the level. The graphics card has to draw everything twice!! There is also a very high possibility of HOM (hall of mirror errors).

 

About your second paragraph, Katarn07, I don´t know if this is switchable - we will see

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Gromas could use some nice stuff. Anteevy doesn't need mirrors, and besides, it would ruin the framerate. Perhaps just a shiny shader? Detention center could use a lake at the bottom of the big open area, with the base being supported by big beams. It'd look neat, but perhaps not as recognisable as some would like.

Some bits in secbase could use some more stuff along the canyon walls. Sometimes it seemed a bit too straight at the top, and outside the walls (along the path to the secret area) there wasn't any detail at all. That certainly needs improving, or closing off. That bit away from the secret area doesn't lead anywhere, anyway.

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There's snow in the demo?! I don't have that level then. What is it called?

 

Having things at the bottom of the canyons won't affect the original maps. Remember in DF, you can't look down at the ground all the way, its limited to about 45 degrees unlike JK and Jo which has 90 degrees of looking up and down.

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  • 2 months later...

Well, today I have played alot of games from DF. Played AK's BoaM for MotS to get some screenies of the YT-1800 Celphi, played a bit of JO to test out PerfectChaos's MP Tibanna Factory map, and even a bit of DF to try out my soundcard in DOS (hey, can't get it to work. PM how to fix sound in DF and Sam and Max Hit the Road please...)

 

Now as to why I came here. Level 5 has a bunch of pipes and wires on the wall that are just textured on there. I hope you aren't doing that Miles. Are yoy making some 3D pipes jutting outta the wall? Is that wire we see in the screens on the main site textured on there, or actually hanging from the ceiling?

 

Look at textures elsewhere in the game for details that are supposed to be 3D, not lat and textured on a wall...

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Our primary job is to recreate DF. So we are first recreating all the textures in higher resolution and all the maps in BSP format.

Then, where it is suitable, 3D objects will replace some - not all - elements on the textures. But you better see it on the next screenshots as soon as the new site is up.

 

Btw. lots of these questions have already been answered in the FAQ on the DFMOD site.

 

Fracman

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Originally posted by Fracman

Our primary job is to recreate DF. So we are first recreating all the textures in higher resolution and all the maps in BSP format.

Then, where it is suitable, 3D objects will replace some - not all - elements on the textures. But you better see it on the next screenshots as soon as the new site is up.

 

Btw. lots of these questions have already been answered in the FAQ on the DFMOD site.

 

Fracman

 

I see that you only have two posts and buches of people were complaining about the demo. I liked it and frankly don't care how you guys do it. But I am thinking of the other people. Besides, it might be cooler that way. I don't know... *shrugs*

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I was thinking of the people who complained...

You are repeating your posts... and I'm increasing my post count to beat you ... one day ... perhaps ... or not... :D

 

I loved the demo.

Ah, thanks, then you certainly will enjoy the full mod :)

 

But: who complained? No one really complained, I've read only some critisism and lots of ideas ;)

 

And... the music is fantastic :songsmile ... not was!!!

 

Fracman

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  • 2 weeks later...

Talking about snow...I was just wondering if it's possible to add footprints in some areas? I know Raven managed to do that in the snow levels in Soldier Of Fortune, so the engine is certainly capable of it.

 

Also...are there any plans for a change of clothes for Kyle, so that he wears snow gear on that level? You know, thick gloves, white suit, etc...

 

Another idea...is it possible to add little puffs of steam to show that Kyle's breathing in the cold air?

 

Any thoughts of adding the frozen carcass of a Taun Taun outside?

 

Lastly...is it possible to have some sections of ice break away and fall into the depths? That could make the whole area seem more treacherous...

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Originally posted by StormHammer

Talking about snow...I was just wondering if it's possible to add footprints in some areas? I know Raven managed to do that in the snow levels in Soldier Of Fortune, so the engine is certainly capable of it.

 

Also...are there any plans for a change of clothes for Kyle, so that he wears snow gear on that level? You know, thick gloves, white suit, etc...

 

Another idea...is it possible to add little puffs of steam to show that Kyle's breathing in the cold air?

 

yeah, the footprints and steam were in Max Payne, but i havent seen any indication of them available to JO. but who knows, thats up to the team to figure out.

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