CI is a Half-Life 2 modification that centers around the events directly after Half-Life 2 (during/after the Episodics).

Post news Report RSS Weekly Progress Report #3

This weekly report is going to be slightly different from the other ones we have had so far.

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Welcome to Weekly Report #3! Today I decided to do things a bit differently over the past two reports. Last Weekly Report I got some feed back about the displacement work I had shown. Since then I have taken what was suggested and worked on my displacement mapping. I started out by doing research. I went through several popular mods (Coastline to Atmosphere, The Citizen, HoloReality, Metastasis, and several others, as well as some of the episode 2 maps) to see how they did their displacements and what people had to say about them. From that I took the info I gained and made a few test maps.

Herein is where the weekly report for this week with be a bit different. I am going to show you my test maps and I want to here which one you think is better or more realistic looking. I have three for each map.

Test Map 1:

On this map I used a two teir system where I had it setup similarly to how it is in the current BM2OutA map.


Test Map 2:

On this one there was only one displacement brush for each section of the wall (similar to BM2OutB).


Both of these have displacement ground with a water brush underneath that shows on area's that are low enough.

I dont really care about how it looks, like i dont care if the textures look right or whatever, I just want to know how the displacements look, if one is more realistic or better looking, which is it.

Let me know what you think. I will be taking one of these styles and applying it in grand scale to BM2OutA later on this week for test to see how it looks. I will also then start work on the first half of the map. I may post up an in-term report with screens of the new area + new displacements on Saturday or Sunday.

Thanks,
Geowil.

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Kamikazi[Uk]
Kamikazi[Uk] - - 1,412 comments

I think they are all bad displacements. The reason is they all have stretched surfaces it's hard to get it right but you definitely need to do more work on them. Also try and smooth off the surfaces abit as certain parts are really sharp.

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emetalce
emetalce - - 472 comments

Yeah these displacements are bad, I don't like the stretching and some of the sharpness.

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Geowil Author
Geowil - - 162 comments

ok let me rephrase, all i wanna know is if you like the style. Like do you like the single face displacement over the multi-level style. just try to tune out the texture, the features of the displacement and all that other crap lol. these test maps weren't meant to look pretty, just a point of concept for two styles I am trying to decide between.

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emetalce
emetalce - - 472 comments

Test map 2, 1st pic. I like that style the most out of all of them.

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Afnopo
Afnopo - - 1,253 comments

Your mapping really isn't the best, you should watch some more mapping tutorial videos before trying making a mod..

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cheesemcboots
cheesemcboots - - 184 comments

well actually making a mod is learning so keep it up buddy. i do agree on one point they do look weird but i would say the bottom one if I had to.

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