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[Shooting / FPS] Dead End

Rate my Project Map

  • Excellent

    Votes: 14 36.8%
  • Very Good

    Votes: 13 34.2%
  • Good

    Votes: 10 26.3%
  • Needs Improvement

    Votes: 2 5.3%
  • Poor , Please improve everything.

    Votes: 1 2.6%

  • Total voters
    38
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Okay , new updates
I have enhanced the fogs , lightings and skies. Please Comment Guys :) And also , please dont forget to subscribe.

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@Rheiko - I think nothing was changed. But it works
 

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Well , i have a team , offcoarse i cant do it without them ;)
Thank you ,mate , and to the other members of the team mostly , my brother,Blitz (My System Maker!)

Okay , Rheiko , i noticed that you're really active , and i noticed that you're submitting spells , so

Can you help me on Gore Systems? I mean , the flying gores just like the system of Blades and Gores of Kitabatake , I hope you can help , tell it to me by messaging me on my profile.

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Thanks man .

~~~
I still need more support so that someone will gonna nominate my project in the next project spotlight and will make me inspired in making this project :). Again , thank you guys.

Also , Dont forget so subscribe :)

~~~
Yada!
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Level 16
Joined
Sep 19, 2011
Messages
829
Hello there! I'm mainly here to judge the graphics and terrain but the whole project looks pretty cool good luck with it. Gave a good vote since it's still a work in progress.

You could actually change the night ambient dnc to a darker blue for a better night ambience. Could also ad add layers to the models for more contrast and lighting that would make the terrains look great. The models (great models) and textures look decent but the whole scene looks monoton in ensemble could use some contrast and light.
Couldn't help noticing you change the texture on that police car, who made it? I am working on the same model for my cinematic, could of let you use it but it`is not finished yet and I won't make it available until I release the map. Actually working on a police pack.

OVH POLICE CAR
210613-albums6274-picture73943.jpg
Skin still under development
Dedicated to the OVH POLICE Police Department!
Maybe I can finish the pack before I launch the map. It`s the same old low poly model with a new painted skin.
If there's anything you wish to know or need help with give me a buzz.
 
Well , i like the suggestion/advice. About the DNC , lol , i really dont want the effect of changing it to bit blue. About the Police Car you had mentioned , it just a converted model from this site http://tf3dm.com/3d-model/cars-66597.html , probably or possibly its not a copyrighted model.

Basing on your image , well , i really like it , i just want to ask if you have the Firetruck Skin because i imported it to my map and the original skin looks ... uhh .. So if you have it in your pack , then i will wait for it :)

Thanks for your time in commenting on my thread , Tobyfat
~StryderZero
 
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Level 16
Joined
Sep 19, 2011
Messages
829
I'm afraid I don't have a fire truck but wanted to make one for some time. The police pack won't include a fire truck unfortunately but if it`is finished I'll remember and sent it to you.
Could you send me the Diner Building and Textures?
http://www.hiveworkshop.com/forums/...334-dead-end-wc3scrnshot_083113_154721_05.png
I want to make a small adjustment maybe you'll like it.
The Diner logo does not emit any light although the glow seems to suggest that.
 
Level 4
Joined
May 1, 2008
Messages
315
Well , i like the suggestion/advice. About the DNC , lol , i really dont want the effect of changing it to bit blue. About the Police Car you had mentioned , it just a converted model from this site http://tf3dm.com/3d-model/cars-66597.html , probably or possibly its not a copyrighted model.

Basing on your image , well , i really like it , i just want to ask if you have the Firetruck Skin because i imported it to my map and the original skin looks ... uhh .. So if you have it in your pack , then i will wait for it :)

Thanks for your time in commenting on my thread , Tobyfat
~StryderZero

I can edit this texture. It wont look "uhh.." anymore.
 
Level 16
Joined
Sep 19, 2011
Messages
829
Uhh... Here to post a little something for Stryderzero. So he added me to the team, even after I refused his invitation, I think.. Conclusion I won't be doing much here, maybe a few things if I got the time.
Here is the Diner model. I fixed it`s normals and added just a slight touch of specular, this should look better in "g" illumination and it won't be much affected by the add layer when it comes to fog, since it`is barely visible specular map. The building models have good HQ textures however they could use a little sharpening, it helps the models look better in far and near distance since they look a little blurry because of wc3 shader. Fixed the Logos, they now emit light even in complete darkness. Thought I'd do that since You have a glow in the picture that comes from nowhere.
Overall the models/textures/terrain look good but the horrible wc3 shading ruins it all making it look monotone. I seen this problem in many maps.

Lighting is step to realism. Old masters used to pay a lot of attention to light in their paintings. The more complex the lighting is the real the objects look. Even if you got cartoon like textures, if it's got light accurate to the real world like photon bounce, ambient occlusion etc it still looks real/better.
The wc3 shares are men... compared to other games evidently. Even StarCraft 2 at the lowest settings still looks better than wc3 because even if the low settings have basic and simple stuff the shaders are still way better.

210613-albums6274-picture68445.png

The Diner Model in wc3 light
210613-albums6274-picture73984.jpg

210613-albums6274-picture73985.jpg

210613-albums6274-picture73979.jpg
210613-albums6274-picture73980.jpg

210613-albums6274-picture73981.jpg

210613-albums6274-picture73983.jpg

I know that you're going to say that there's not much difference but put the 2 models side by side and you will notice.
Couldn't help myself so I am working on a more physically accurate light model I'll try my shadow maps on it I now you will probably use this but I want you to see how it looks.
The models, probably send them to you tomorrow.

I'll ray trace this
210613-albums6274-picture73978.jpg
--------------------------------------

I can edit this texture. It wont look "uhh.." anymore.
You don't have to change anything, just do what I said with the textures, add slight specular maps (but not everywhere, you should not use this where the models are too far from sight and foged heavenly) and change that DNC. This should improve the visual quality of the entire map.
 
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Uhh... Here to post a little something for Stryderzero. So he added me to the team, even after I refused his invitation, I think.. Conclusion I won't be doing much here, maybe a few things if I got the time.

No i didnt , what i mean is its on your decision if you will help me or not =)
~~~

I know , thats why im using ENB Series to enhace the game graphics.
About the Diner model , sorry but i only have little knowledge in ... modelling .

~~~
Okay , just changed the DNC , doesnt look good for me.
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Level 16
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Sep 19, 2011
Messages
829
No i didnt , what i mean is its on your decision if you will help me or not =)
~~~
Sorry that's how I understood the message.
-------------------------
Now that looks way better than before, the color actually looks like it's the sky color in the background which is good. If you still don`t like how the DNK looks you could gently make the color little by gray but it looks good to me.
About the shadows, I can see that you really are interested in them. There are 3 ways:
1. The shadow map technique discovered by me and Travaj. (Like tehnic 3 only a lot more complex and took weeks of research just to make it work.) Using 3ds max + art tools or neodex. (Your going to have to do some material layer managing here) - resource and size wise; Bugs - YES
2. Integrating the doodads in the actual terrain so that the shadows actually shade the objects. This is just something that I kame up with becouse it seems efficient and I need it in the moment, still in testing mode so it's incomplete. I'll show you how it's done, with this simply calculating the shadow could become a thing of the past. resource and size wise; Bugs - YES
3. Simple baked shadows on the diffuse texture with 3d max. (how I got the shadows on the planks you were mentioning. I don't use this anymore\much because of the first technique which is better.)resource and size wise - NO; Bugs - NO

I'll make you a quick tutorial after I finish with the diner.

Edit:
I know , thats why im using ENB Series to enhace the game graphics.
Don't rely on that, not everybody uses the ENB Series.
 
It was triggered by my System Maker

  • Manual Attack Action
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Strike Air
    • Actions
      • Animation - Play Mia's Attack animation
      • Sound - Play Rifle_Shot <gen>
      • Unit - Order Mia to Stop
      • Unit - Pause Mia
      • Trigger - Turn off UpPress <gen>
      • Trigger - Turn off DownPress <gen>
      • Trigger - Turn off RightPress <gen>
      • Trigger - Turn off LeftPress <gen>
      • Wait 0.05 seconds
      • Set Mia_ManualAttackCaster = Mia
      • Set Mia_ManualAttackPoint = (Position of Mia)
      • Set Mia_ManualAttackStrength = (Strength of Mia_ManualAttackCaster (Include bonuses))
      • Set Mia_ManualAttackConvert = (Real(Mia_ManualAttackStrength))
      • Unit - Create 1 Air Projectile Dummy for (Owner of Mia) at (Mia_ManualAttackPoint offset by 300.00 towards (Facing of Mia) degrees) facing (Facing of Mia) degrees
      • Set Mia_ManualAttackDummy[1] = (Last created unit)
      • Trigger - Turn on Manual Attack Damage <gen>
      • Wait 0.40 seconds
      • Unit - Unpause Mia
      • Trigger - Turn on UpPress <gen>
      • Trigger - Turn on DownPress <gen>
      • Trigger - Turn on RightPress <gen>
      • Trigger - Turn on LeftPress <gen>
      • Wait 0.40 seconds
      • Trigger - Turn off Manual Attack Damage <gen>
      • Unit - Remove Mia_ManualAttackDummy[1] from the game
  • Manual Attack Damage
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Turn collision for Mia_ManualAttackDummy[1] Off
      • Set Mia_ManualAttackDummyPostition = (Position of Mia_ManualAttackDummy[1])
      • Set Mia_ManualAttackDummyLocation = (Mia_ManualAttackDummyPostition offset by 20.00 towards (Facing of Mia_ManualAttackDummy[1]) degrees)
      • Unit - Move Mia_ManualAttackDummy[1] instantly to Mia_ManualAttackDummyLocation
      • -------- =============== --------
      • -------- Distance to Bullet --------
      • -------- =============== --------
      • Set Mia_ManualAttackTargets = (Units within 30.00 of Mia_ManualAttackDummyPostition matching (((Matching unit) belongs to an enemy of (Owner of Mia_ManualAttackCaster)) Equal to True))
      • -------- =============== --------
      • -------- Damage to Targets --------
      • -------- =============== --------
      • Unit Group - Pick every unit in Mia_ManualAttackTargets and do (Unit - Cause Mia_ManualAttackCaster to damage (Picked unit), dealing 50.00 damage of attack type Normal and damage type Normal)
Oh F^ck , it LEAKS on dummy unit.
 
Level 16
Joined
Sep 19, 2011
Messages
829
210613-albums6274-picture74173.jpg


That looks cool, I'm glad that it worked. If you can do that to all your models then your whole terrain would drastically change to a carnaval of lights.
Sadly , i dont have 3dsMax

I just want to know if you have blended those light textures in the model.
Yes they are blended together but through material coordinates.
Sorry but it can't be done without 3ds max, not even the most simplest technique.
You could use Photoshop to paint on the textures but that would be preposterous, absurd, not happening! There's a way to paint shadow with 3ds max. I use that too but the best way is to bake the light.
 
Note:

Those buildings are lowpoly (They are just cubes/box , resized to become a building)
-cant find more variation of 3d buildings on web
I just want someone to add omnilights to those models :)

I think helping me with that thing will take you time, there are 51 variation of buildings.
Forget it , there are only 10 hongkong buildings (again, theyre only show at cinematic so dont need to make much effort on it ) were made , 40 others were seen in the game.

Ill just send them later
 
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Level 16
Joined
Sep 19, 2011
Messages
829
Using the shadow technique wouldn't be such a good Idea in this case anyhow. It has one major flaw and that is that it does not fog if you noticed in the Diner model. I actually use 2 modems, one with shadow maps for close up and another with simple baked textures for backgrounds.
The picture below is made simple by highlighting the windows in photoshop, no complicated techniques used. You can get the same results by taking a night texture and making the material unshaded.

210613-albums6274-picture74205.jpg


Here is a link for night textures
http://www.cgtextures.com/
 

bethmachine

Banned
Level 8
Joined
Nov 4, 2012
Messages
419
I have been looking at this project for a while and I think I am going to finally say something. First, dude your terrains are just excellent, I know I can somewhat terrain but your just on another level, mind if you share a few of your tips.The story, I'm not so sure about but maybe I can help you with it. The gameplay sounds awesome but I don't get enough information. And your city is looking beautiful keep it up I give this project a 8/10. How to improve add a bit more info to thread and maybe add more in-game screenshots just do that and you will get a 9/10 map. Can't wait for release!!!
 
-bethmachine
There are actually more than 20 screenshots are posted somewhere in this thread , dont just look at the first page , try looking more screenies in page 2-4

BTW , i just asked a request , bethmachine , i will respect your answer.

-Rheiko
I much like persons who comment even it is just to say that your proud on my project . Again , thanks Rheiko :)
 
Level 16
Joined
Sep 19, 2011
Messages
829
Cool! The Cover reminds me of resident evil.
I wish I had time to upload to you a tutorial on some different shadow techniques which don't require 3ds max but I was involved in some serious work projects + I had to escort A foreign girl from Romania so I had a lot of stuff on my head. No progress so far... i haven't posted anything anywhere and I noticed that people are usually occupied in this period of time School, work etc...
 
Cool! The Cover reminds me of resident evil.
I wish I had time to upload to you a tutorial on some different shadow techniques which don't require 3ds max but I was involved in some serious work projects + I had to escort A foreign girl from Romania so I had a lot of stuff on my head. No progress so far... i haven't posted anything anywhere and I noticed that people are usually occupied in this period of time School, work etc...

No need , mate , i have some little knowledge in blending shadows , its bit simple to do , im just using brush with a color of black (offcoarse) blended with a half opacity , ill show a screenshot later.

~~~
Okay , its good to remember my old games , they are still pretty inspiring.

The City Terrain Basis

Oh i just recently opened my old game Need For Speed Most Wanted , i just like to see a New York-like terrain. Models arent problem.

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Just Tried Modelling and my model seems , hmm , its not so good than i expect. Textures were downloaded from cgtextures
Built using Blender 3d and mapped with MDLVIS.

Factory/Garage
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