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[Vintage] WIP CellGames

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qwerty In Advance View user's profile Send private message

Reply with quote Sunday, March 25, 2012

2005

For easy installation
http://forums.ZEQ2.com/lite/viewtopic.php?t=5979

NELLO!! Mitico View user's profile Send private message

Reply with quote Sunday, March 25, 2012

hey please someone can fix that problem..not textures on cliffs .. I really like this map .. is the best more like anime cellgame so far.. Smile

edit : I did it I did it yeah.. now I will improve what I can Wink

NELLO!! Mitico View user's profile Send private message

Reply with quote Sunday, March 25, 2012

up new textures.. Smile

Domo-Kun View user's profile Send private message

Reply with quote Sunday, March 25, 2012

Could use some improvement.

Zeth The Admin View user's profile Send private message

Reply with quote Monday, March 26, 2012

As far as your road conjecture goes, are you sure about that? Look at the screenshot in the first post. Just because you don't always see both ends of the road, doesn't mean it's not there.

SAMCROSS View user's profile Send private message

Reply with quote Monday, March 26, 2012

NELLO!! wrote : up new textures.. Smile



Looking pretty good this way !

Zeth The Admin View user's profile Send private message

Reply with quote Monday, March 26, 2012

Try some of these.

NELLO!! Mitico View user's profile Send private message

Reply with quote Monday, March 26, 2012

thanks Zeth Smile

Zeth The Admin View user's profile Send private message

Reply with quote Monday, March 26, 2012

Also, here's an alternative Cell Games map (not exported) that was used only for a few short tests. It might be a good way to get you and Gigirs into mapping, Nello. It's basically just modeling, after all! I'm sure you two could create some wonderful maps of impeccable quality Smile

If you have questions related to mapping, I'm sure Baldwin would be more than willing to fully train you on the details of (1) importing a model in radiant (2) setting up collisions (3) setting up a skybox (4) compiling (5) setting up shaders.

That's really all there is to it. If you can learn how how to export characters, you can do mapping just as easily.

Edit : I've included a cliff model/texture that was done long ago in testing phases. It may be of some use to someone.

TRL View user's profile Send private message

Reply with quote Monday, March 26, 2012

While we're handing out cliffs.

Check this thread for a cliff texture I once did specifically from refs of the cell games.

With some editing, expanding it could fit nicely.



http://forums.ZEQ2.com/lite/viewtopic.php?t=3581&postdays=0&postorder=asc&start=100

Postscript. How can you repost an already posted attachment?

Zeth The Admin View user's profile Send private message

Reply with quote Monday, March 26, 2012

Postscript. How can you repost an already posted attachment?


You could always make a link to it. In a double check, it looks like I posted yours anyhow instead of the one SV did. I'll find up the correct rar later.

NELLO!! Mitico View user's profile Send private message

Reply with quote Monday, March 26, 2012

up new cliff texture new.. I like Very Happy

TRL View user's profile Send private message

Reply with quote Monday, March 26, 2012

Those cliffs need some serious uvwmapping!

Zeth The Admin View user's profile Send private message

Reply with quote Monday, March 26, 2012

Those cliffs need some serious uvwmapping!


Agreed. You can blame me on that one. This was started back in 2004-ish and was my first modeling attempt (on anything) ever. Pretty sure I just used a standard box UV. Planar-aligned or even a simple cylinder UV would probably look better.

Shame we have no GPU shaders in ZEQ2-lite as it would be easily resolved with a triplanar shader.

Denz Exploitative / Efficient View user's profile Send private message

Reply with quote Tuesday, March 27, 2012

you should fix your mistakes and add more edges on them cliffs nao!

Zeth The Admin View user's profile Send private message

Reply with quote Tuesday, March 27, 2012

you should fix your mistakes and add more edges on them cliffs nao!


Not sure sure if I knew what an edge was back then. If I remember right, this was modeled in Milkshape by making a box and then manually moving each and every vertex into position. The max file is available for anyone to bring it up to modern standards though. Damaera was SUPPOSED to actually -- as he volunteered a year or two ago for the task!

Denz Exploitative / Efficient View user's profile Send private message

Reply with quote Wednesday, March 28, 2012

Damaera is lazy, he starts good and then he dies

also, more edge's practically more details, more faces/polygons.

I don't like this sharp cliffs, I'm not sure why people don't want to improve the mesh and move on straight to texturing first..

even if I make them, they won't budge to use them, but I will try once I have some time, always wanted to make cliffs.

NELLO!! Mitico View user's profile Send private message

Reply with quote Wednesday, March 28, 2012

you're welcome in this place Wink

Zeth The Admin View user's profile Send private message

Reply with quote Wednesday, March 28, 2012

also, more edge's practically more details, more faces/polygons.


I'm familiar with fundamentals of modeling concepts now, yes.

I don't like this sharp cliffs, I'm not sure why people don't want to improve the mesh and move on straight to texturing first..


There's no doubt that the mesh needs work. The rough silhouettes are there (and largely accurate based on their core shapes, rotations, and placement), but as you've mentioned, they misuse and have far too few triangles per cliff. It was done back in the day when map polygon quotas actually were an important aspect.

Fun historical fact. To my knowledge, this map was the first "modeled" map type done in the ZEQ2 era of radiant brush-worked maps. It's use as an experiment ushered in the followup maps like Landing and Saiyan Duel.

even if I make them, they won't budge to use them, but I will try once I have some time, always wanted to make cliffs.


Good quality, accurate Dragon Ball Z cliffs are one of the more complicated things to develop well. If you can produce them, I'm sure their design would be highly reused.

TRL View user's profile Send private message

Reply with quote Wednesday, March 28, 2012

Is there a max file for this map?
I suggest somebody seriously starts working on this map.

My dirt patches of the last stand map can be reused on this one.

Zeth The Admin View user's profile Send private message

Reply with quote Wednesday, March 28, 2012

This should have one, although I'm sure if it is the absolute latest. If someone starts work on it though, I'll scrounge for more recent files for the map.

ivanhoeGT View user's profile Send private message

Reply with quote Thursday, March 29, 2012

put some character like satan,Trunks etc

TRL View user's profile Send private message

Reply with quote Thursday, March 29, 2012

ivanhoeGT wrote : put some character like satan,Trunks etc



What the heck man? You have been here long enough. Why are you acting like a total uninformed participator?

So anyway who will step up and get those cliffs up to par? Zeth just posted the max file. Nothing can hold you back!

NELLO!! Mitico View user's profile Send private message

Reply with quote Thursday, March 29, 2012

TRL I'm the first to say that I still don't know how to work properly for the maps...
to be honest about me.. Embarassed

howewer I can do better cliffs just in .max file

after I don't know what I have to do next..

TRL View user's profile Send private message

Reply with quote Thursday, March 29, 2012

Well the community can work together. You could model them and then other people like Baldwin, gigirs, hoodjuro or others could compile the map.

And Denz expressed his wish to help out as well. You two could split the workload too.

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