1st Required progress report - deadline 2nd Feb
As I've been posting on a regular basis I've decided to keep this pretty short but use a lot of pictures to tell the story so far.
Early on I decided I needed a whole load of models and stock sections. I'm not a fast mapper compared to some but I do work sparingly. If I need an object twice, I'll generally convert it to a model.
Models can be complex objects made with a modelling app or brushwork that is repeated, I'd rather drop a model into a map, scale it, rotate it and forget it than fight with a selection of brushes which I know will break apart if I rotate them or scale them.
Spawn room with models
Models tend to be pre-textured and that can save a lot of time.
The biggest drawback until recently was that models often need to be clipped to prevent a player walking through them but now we have gsigms model clipping tool I can simply run the clip scripts at compile time to create a seperate map that is compiled while I continue to work on the none clipped version.
If you have no idea what I'm talking about read this....CMS model clipper
Very early on, first day I made lights, barrels and other props, I still have a large list of these to make and the originals will probably get re-made before the end, thats another advantage of using models, you can make a version 1 - place them in your map and when/if you feel inclined - make a better model later - it's going to get updated the next time you compile your map.FOR URTHD
As part of the event specified that mappers should aim to make the jump map with urthd in mind I decided to include the new gametype, jump training.
There is very little official information about this and as yet FS haven't released any detailed information about the entities. Some maps have been made which include this mode so I based my version on those.
The aim of jump training mode is to capture all the crystals for your team, when all crystals have been collected the game ends. In order to make this work in my map I'll include "runs", ways to pass jumps in order to gather crystals in other parts of the map.
So, a team may split up with members concentrating on collecting a specific or set of crystals -
Here's a test with 1 crystal, I'm really sorry it took me so long to climb up, the screen recorder was making everything jump (I was running 2 screen recorders)TEXTURES
Been making, finding and improving my textures as I've gone along - I tend to work initially with quite large images eg:
I've also included normal maps and bump maps, there's a lot of information about making and using these in the wiki.JUMP 1
Most of my time has been taken making jump 1 - the showcase jump. It's very simple - 3 layers of aztec coins in 2 rows - progressively they curve as the jump progresses so that the last (top) jump requires you jump a 40 degrees arc.
A lot of low detail models were used to create a busy town, I also used a skybox to add roofs and high up models.
The basic jump looks like this
The skybox was created below the map and includes more simple models - a couple of lights and the skybox entityTO DO
Lots of work remain, painting models, remaking models, making a complete sky - detailing of all jumps.
Hope you enjoyed my first report.