Project Stealth

Archives => Presentation Forum => Topic started by: puuusianka on June 29, 2011, 10:57:24 PM

Title: Rocamadour...
Post by: puuusianka on June 29, 2011, 10:57:24 PM
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg29.imageshack.us%2Fimg29%2F5893%2Frocamadour2.png&hash=646700953af336494cee3db509e50310a62df7a1)

Here is the first picture of my map in UDK. It's called Rocamadour, I based it on... let's say impressions after visiting the Rocamadour city on rock in France( GOOGLE IT, if you wish ;P). I hope it will become a part of PS when it comes out(or maybe even earlier? :D). This topic will show my progress and it might also contain questions to people who know UDK better then me(thanks mulleDK and Frvge for answers on xfire! - more questions coming soon xD).
Title: Re: Rocamadour...
Post by: DreadStunLock on June 29, 2011, 10:58:43 PM
Hmmm....More lightning.
Title: Re: Rocamadour...
Post by: frvge on June 29, 2011, 11:06:57 PM
Keep it up!
Title: Re: Rocamadour...
Post by: Cronky on June 29, 2011, 11:55:38 PM
I like the Fog. Mainly because it's an idea that I haven't seen before as a constant thing. It would be interesting to see if that would be an advantage for the spies. Does is cloud EMF or MT? Does is mess with static defenses at all (motion detectors/cameras)?

I know those can't be answered with any certainty, but it would be nice to hear what the thoughts on those are.
Title: Re: Rocamadour...
Post by: puuusianka on June 30, 2011, 12:07:18 AM
Well I hope taht it won't affect emf vision and termal one otherwise I kick it out...
Title: Re: Rocamadour...
Post by: AgentX_003 on June 30, 2011, 12:16:16 AM
I didn't think anything about this map when i saw it on ct.. but damn i just jizzed my pants at seeing all the fog and  everything, looks like a real legit count dracula style.
Title: Re: Rocamadour...
Post by: DreadStunLock on June 30, 2011, 12:19:50 AM
Quote from: puuusianka on June 30, 2011, 12:07:18 AM
Well I hope taht it won't affect emf vision and termal one otherwise I kick it out...

Don't forget Motion, I doubt the fog can ever be dense enough to block out a movement detection.
Title: Re: Rocamadour...
Post by: puuusianka on June 30, 2011, 12:36:34 AM
Quote from: DreadStunlock on June 30, 2011, 12:19:50 AM
Quote from: puuusianka on June 30, 2011, 12:07:18 AM
Well I hope taht it won't affect emf vision and termal one otherwise I kick it out...

Don't forget Motion, I doubt the fog can ever be dense enough to block out a movement detection.

Well not that I am underestimating our team but I think it might not be done for PS 1.0 since it seems to be hard to program... but what do I know xD!
Title: Re: Rocamadour...
Post by: Cronky on June 30, 2011, 01:26:18 AM
Quote from: puuusianka on June 30, 2011, 12:07:18 AM
Well I hope taht it won't affect emf vision and termal one otherwise I kick it out...

Too true. I imagined something like...

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi756.photobucket.com%2Falbums%2Fxx210%2FMTCronky%2FFog-1.png&hash=f49bbe1b678cb01c2f8f8ab7ecd508c7c995c2e7)

In the "Thick Fog" MT wouldn't work on Spies. Reason being... the fog cloud is too thick for the MT to work. Though even with no visions on the spy would still be blurred as fog can obscure your vision regardless.

As you pass through the different levels of fog more stuff works again. You'd still be blurry with no vision (though not as much) in the light fog, but MT would work again. At a short distance you can see just fine, and MT would work just fine as you would be able to see clearly things that are close.

(The picture makes it look like the Spy is awfully close to the Merc, but I meant it to portray that the Spy was quite a distance away, but still in view)

Just seemed like an interesting idea to me.
Title: Re: Rocamadour...
Post by: Tidenburg on June 30, 2011, 01:39:11 AM
Looks nice.

A high tower area for merc vantage point would be pretty awesome. :P I love the general setting.
Title: Re: Rocamadour...
Post by: Farley4Fan on June 30, 2011, 04:22:31 AM
Awesome work.  It needs bats.

cuz they are scary and stuff

About those windows... will we be able to go inside those rooms with the windows?  It would be great to see a merc's/spy's silouhette and be creeped out/get a headshot.
Title: Re: Rocamadour...
Post by: knooger on June 30, 2011, 05:05:13 AM
Quote from: Tidenburg on June 30, 2011, 01:39:11 AM
Looks nice.

A high tower area for merc vantage point would be pretty awesome. :P I love the general setting.
If you want to see how it will looks like run rocamadour for CT :) - kind of unbalanced but he's balancing it right now.

And where are thanks for me Pussy'ek? "Knoogy make this, knoogy check this" :D B.A.S.T.A.R.D.O!
Cronky I want fog works same as you explained it, but I don't think merc will visit that place so often, well mby one disk drop should be hidden in end of corridor in fog?:)

Quote from: AgentX_003 on June 30, 2011, 12:16:16 AM
I didn't think anything about this map when i saw it on ct.. but damn i just jizzed my pants at seeing all the fog and  everything, looks like a real legit count dracula style.
I like this map, but in ct it's so unbalanced what makes playing as spy so strange. :( No background sounds, eax, metal vents and a lot of wasted free places  :'(
Title: Re: Rocamadour...
Post by: puuusianka on June 30, 2011, 08:54:26 AM
KNOOGY I'M so sorry I wanted to introduce you in next picture where we can actually see your work but since it might have felt bad... - Knoogy is the guy who takes care of some of the textures and supports me in daily work on the project. KNOOGY FORGIVE ME without you this project would never take off! :).
Title: Re: Rocamadour...
Post by: knooger on June 30, 2011, 09:00:10 AM
Smaruj d?emorem :D
Title: Re: Rocamadour...
Post by: puuusianka on June 30, 2011, 09:08:18 AM
Not in front of those people, Knoogy! Go? si? ;P b?dziesz w kredytach i easter eggach.
Title: Re: Rocamadour...
Post by: comicsserg on June 30, 2011, 09:14:58 AM
looks interesting  :D but I think it's too dark
Nevertheless keep it up
Title: Re: Rocamadour...
Post by: knooger on June 30, 2011, 10:23:36 AM
Comicsserg, thats PS not CS :D It have to be dark, well i belive there will be brighter places chur... etc.
Title: Re: Rocamadour...
Post by: DreadStunLock on June 30, 2011, 01:38:34 PM
Quote from: puuusianka on June 30, 2011, 09:08:18 AM
Not in front of those people, Knoogy! Go? si? ;P b?dziesz w kredytach i easter eggach.

Aha :) Now I see what you did there ^_^
Title: Re: Rocamadour...
Post by: NeoSuperior on July 01, 2011, 01:47:12 PM
Well i thought your rocamadour from CT was pretty interesting. So keep it up. And since its almost an official map already i have high hopes. Well since we only have lakehouse and that hostpital, any new map would be great for BETA/PS 1.0/ PS 1.1 ^^
Title: Re: Rocamadour...
Post by: puuusianka on July 03, 2011, 12:51:35 AM
Ok, as days pass our project progresses. The team working on Rocamadour consists now of Dread, Knooger and Me! Behind the medieval walls of Rocamadour runs a normal XXI century life and so we wish to show you a picture from the restaurant we're working on:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg594.imageshack.us%2Fimg594%2F5686%2Frestaurant.png&hash=88312c552fb65b03614a9781c4e3e727da1c3fcc)

Big BRAVO to Dread who made FULLY the tables and candle-handles! if you wish to see more detailed pictures of the models ask Dread! The wall Texture was mostly done by Knooger! Now I don't like to be a liar so I'll be honest with you. Most of the textures are taken from mod to Doom3 called THE DARK MOD. If anyone here is a fan of stealth singleplayer games (especially thief) I strongly recommend the mod! Since I don't make money on their textures and they were not hidden or locked I don't take it as stealing. I do not own them, I jsut use them to give you a nice looking and balanced map that we will all hopefully enjoy when PS is out. So here is another picture of the place:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg199.imageshack.us%2Fimg199%2F395%2Fwidok1v.jpg&hash=3ca8e68b9893ddee0fb38cf751854c8dcb9198c9)

Enjoy!
Title: Re: Rocamadour...
Post by: DreadStunLock on July 03, 2011, 12:55:40 AM
Oh yeah!

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.gifs.net%2FAnimation11%2FScience_and_Body%2FBones_and_Skulls%2Fdancing_skeleton.gif&hash=f6e53a4df48b55fe8027ff31d0d8c26b895a9716)

Mah modelz!

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.gifs.net%2FAnimation11%2FScience_and_Body%2FBones_and_Skulls%2Fdancing_skeleton.gif&hash=f6e53a4df48b55fe8027ff31d0d8c26b895a9716)

Ya mon!
Title: Re: Rocamadour...
Post by: NeoSuperior on July 03, 2011, 02:07:49 AM
compared to the CT version, left to the 3 windows, there is a vent missing^^

anyway, gj guys
Title: Re: Rocamadour...
Post by: Farley4Fan on July 03, 2011, 02:49:36 AM
It looks nice but the textures in the corner are bent, and it doesn't look right with bricks (bricks don't bend).  You could just put some darkness in those corners to hide it if you don't want to change the texture itself.
Title: Re: Rocamadour...
Post by: KINGWEBS on July 03, 2011, 03:37:14 AM
I enjoyed the original Rocamadour in many games.  It did feel a bit unbalanced but it was not more unbalanced than many of the stock maps that come with ct.  I hope you can balance it out a bit more.  The atmosphere looks nice.  I'm glad you decided to remake it for PS.

GJ
Title: Re: Rocamadour...
Post by: KINGWEBS on July 03, 2011, 03:43:16 AM
OH and please add some ambient noise because the lack of sound on the original was a dead give away to any spy movements, especially for EAX users.
Title: Re: Rocamadour...
Post by: DreadStunLock on July 03, 2011, 04:24:21 AM
Quote from: KINGWEBS on July 03, 2011, 03:43:16 AM
OH and please add some ambient noise because the lack of sound on the original was a dead give away to any spy movements, especially for EAX users.

I thought that was the best bit :)
Title: Re: Rocamadour...
Post by: puuusianka on July 03, 2011, 11:21:27 AM
Quote from: Meister_Neo on July 03, 2011, 02:07:49 AM
compared to the CT version, left to the 3 windows, there is a vent missing^^

anyway, gj guys

wow you must have really enjoyed that vent since my bro also noticed that missing vent O.o.
Title: Re: Rocamadour...
Post by: Succubus Dryad Of The Undying Comet on July 03, 2011, 12:06:30 PM
Interesting.
I'm waiting for more.
Title: Re: Rocamadour...
Post by: puuusianka on July 09, 2011, 02:00:16 AM
Hi! Here is another pic to tease your sparkling eyes!

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg32.imageshack.us%2Fimg32%2F1780%2Fscreenyforyou.jpg&hash=13d53946d3ca72cb2b547d60a047fad0c8668a9f) ON YOUR KNEES IN FRONT OF MY MEGA FPS LVL!

I am aware it's not much but We were learning a lot of stuff about modelling lately and I was trying out some more complicated(at least for me) things in UDK. here is a picture of moon:

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg204.imageshack.us%2Fimg204%2F2343%2Fmoonforyou.jpg&hash=a8b8a6c628077a404389d09ef609cc71fec652c7)

As you can see the lightning changed, I want your opinions if you like the new appearance, if not post, it in capitals!
Title: Re: Rocamadour...
Post by: knooger on July 09, 2011, 02:07:12 AM
Well, we worked for about 6 hours maybe more I'm totaly into this today. UDK was bitchy for us. Pusianka's PC is so fucking nooby, but I hope he will do something with it and ppl with slower hardware will run map propertly. I was trying to make UV warp map in blender and it's working, so I have created a cross that will be  a miniature ( i know texture is poor )

(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FiH5LJ.jpg&hash=ca9d1bbfef8d36fc49a7e692778f90926621c03d)
I should resize it, but I'm tired now time for another things.

Well, I hope soon I will be able to show you some nicer things.
Title: Re: Rocamadour...
Post by: Tidenburg on July 09, 2011, 02:32:59 AM
The tables in that first screenshot look weird. Add some longer legs to the bottom, at the moment the slightest nudge would push them over :P

I'm loving the outside shots, interested to see more :3
Title: Re: Rocamadour...
Post by: puuusianka on July 09, 2011, 02:42:11 AM
If you take a very close look you'll see the support legs that are very well balancing the main leg of the table. Maybe the perspective is wrong but I'll keep looking at it just to make sure...
Title: Re: Rocamadour...
Post by: frvge on July 09, 2011, 05:18:37 PM
Keep it up :)
Title: Re: Rocamadour...
Post by: AgentX_003 on July 10, 2011, 07:27:46 PM
Yup definitely keep it up :) , It seems as though that this current thread is the only thing showing signs of life. It's good to see the wheels
are in motion and perhaps It will be an inspiration to others to start making their own maps.  I mean  I dunno why in the blue hell reason3d
aka Dimmy kron stopped his wonderful idea of the jungle map =/..... sigh, that in itself had me excited
Title: Re: Rocamadour...
Post by: DreadStunLock on July 10, 2011, 07:44:43 PM
Quote from: AgentX_003 on July 10, 2011, 07:27:46 PM
Yup definitely keep it up :) , It seems as though that this current thread is the only thing showing signs of life. It's good to see the wheels
are in motion and perhaps It will be an inspiration to others to start making their own maps.  I mean  I dunno why in the blue hell reason3d
aka Dimmy kron stopped his wonderful idea of the jungle map =/..... sigh, that in itself had me excited

Because he is:

A) An idiot who has no idea what it means when people tell him if your models are crap you need to improve.

B) He thinks it's illegal for an indie company to tell you to F*ck off especially when you insult the developers.

C) He has no idea what is the difference between a model that you spend 400 hours on, and a model you spend 10 hours on.
Title: Re: Rocamadour...
Post by: puuusianka on July 10, 2011, 11:31:40 PM
Don't see why you think he stopped the work on it... Can bet my best flip flops he waits for PS editor and he'll finish it. I am wondering if he'll have balls to share it with whole community though. Oh and in case he's reading it right now:

Hi Faggot! With my last PM I was trying to give you an advice, too bad I couldn't answer to your insults because you got banned! Let the Satan fuck your life for just as long as you require it and you'll require it quite long with the attitude you have.

~ signed
           
              Pusianka!
Title: Re: Rocamadour...
Post by: DreadStunLock on July 11, 2011, 12:12:35 AM
Ehhh...Push.

Edit that, you are being silly.
Title: Re: Rocamadour...
Post by: frvge on July 11, 2011, 12:26:21 AM
UDK is compatible with PS Editor. Just not the other way around.
Title: Re: Rocamadour...
Post by: DreadStunLock on July 11, 2011, 12:38:44 AM
Quote from: frvge on July 11, 2011, 12:26:21 AM
UDK is compatible with PS Editor. Just not the other way around.

But...how can you create a PS editor without UDK? :'D
Title: Re: Rocamadour...
Post by: frvge on July 11, 2011, 01:02:53 AM
A dog is an animal, but an animal doesn't have to be a dog.

Aka we extend the UDK, so PS Editor 'understands' everything from UDK. UDK however, doesn't understand our extensions for visions and custom Kismet nodes.
Title: Re: Rocamadour...
Post by: AgentX_003 on July 11, 2011, 07:57:12 AM
Quote from: frvge on July 11, 2011, 01:02:53 AM
A dog is an animal, but an animal doesn't have to be a dog.

Aka we extend the UDK, so PS Editor 'understands' everything from UDK. UDK however, doesn't understand our extensions for visions and custom Kismet nodes.

that's a bummer dude :(
Title: Re: Rocamadour...
Post by: frvge on July 11, 2011, 12:06:15 PM
? I think you don't get it.

UDK: UDK features
PS Editor: UDK features + custom PS features


Title: Re: Rocamadour...
Post by: DreadStunLock on July 11, 2011, 12:35:14 PM
Quote from: frvge on July 11, 2011, 12:06:15 PM
? I think you don't get it.

UDK: UDK features
PS Editor: UDK features + custom PS features

W0t u t0lkin b0ut Fridge?

I g0t it fr0m th3 first go...herp..a..derb.  :o
Title: Re: Rocamadour...
Post by: puuusianka on July 11, 2011, 08:21:31 PM
I Beg ya a pardon guys but pls stop trashing my thread...
Title: Re: Rocamadour...
Post by: DreadStunLock on July 11, 2011, 08:45:49 PM
Quote from: puuusianka on July 11, 2011, 08:21:31 PM
I Beg ya a pardon guys but pls stop trashing my thread...

Our thread...
Title: Re: Rocamadour...
Post by: puuusianka on July 12, 2011, 04:57:36 PM
Quote from: DreadStunlock on July 11, 2011, 08:45:49 PM
Quote from: puuusianka on July 11, 2011, 08:21:31 PM
I Beg ya a pardon guys but pls stop trashing my thread...

Our thread...

Details ;P Treat this as a kind of mental disorder of mine.
Title: Re: Rocamadour...
Post by: zglina on July 13, 2011, 12:36:58 AM
Quote from: puuusianka on July 12, 2011, 04:57:36 PM
Quote from: DreadStunlock on July 11, 2011, 08:45:49 PM
Quote from: puuusianka on July 11, 2011, 08:21:31 PM
I Beg ya a pardon guys but pls stop trashing my thread...

Our thread...

Details ;P Treat this as a kind of mental disorder of mine.

U made this thread but this isnt your thread.