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Posted: Wed Aug 23, 2006 6:54 am
by [JSC][GU]PREDATOR
Skidz i think you should make a consepts topic in this section for people who have really good ideas for maps because i have seen quite a few good ideas here.

Posted: Wed Aug 23, 2006 6:57 am
by skidz
I made you a little demo underwater map using the skybox idea.
http://www.members.shaw.ca/skidz/underw ... oxtest.rar

It uses a model with a refractive animated texture. Somewhat like normal water but this actually works for this purpose. Fog is used in the skybox giving the appearance that the seafloor continues forever. Then acouple env_bubbles for effect. Some long green sea plants would also look nice.

Ive included the VMF for you to take a look at.

[EDIT]
Also, if you dont have a card greater than DX7 this isnt going to look as good.

Posted: Wed Aug 23, 2006 5:23 pm
by Maxunit
Thanks for the VMF skidz. I solved this with some different stuff. I used to place some normal env_bubbles around the room/round glassway and made a larger skybox that has the "halflife/black" texture(Thanks to Blackfinal for this).

I added a submarine from sourceprefabs.com to it and it looks nice, but I will do it the same way you did, this looks way better.

Posted: Thu Aug 24, 2006 3:36 am
by [GU]General Master
Ok I have completeed about 80% of my sketch now. Here is an update for anyone who wants to see what I have so far is terms of size and such. http://files.filefront.com/DSC_Gammaskp ... einfo.html

Posted: Fri Aug 25, 2006 1:39 am
by [GU]General Master
Sry for double post but no one replied. Here is the almost final version. I will not be adding stuff for a while till the actuall map is almost done or under construction. http://files.filefront.com/DSC_Omegaskp ... einfo.html

Posted: Fri Aug 25, 2006 11:01 am
by Scrap
http://www.sdknuts.com/tutorials/wiseWaterGlass.asp
heres a tutorial i found about creating water behind glass, maybe this is what your looking for(whoever is mapping this)

Posted: Fri Aug 25, 2006 5:18 pm
by skidz
I mentioned before that it would be pretty laggy to have an entire map show with no type of occlusion.

Posted: Fri Aug 25, 2006 7:54 pm
by Scrap
skidz wrote:I mentioned before that it would be pretty laggy to have an entire map show with no type of occlusion.
maybe create only window areas? no? well i dont knwo then :x

Posted: Fri Aug 25, 2006 11:56 pm
by [GU]General Master
What you mean by only window areas?

Posted: Sat Aug 26, 2006 8:32 am
by Scrap
[GU]General Master wrote:What you mean by only window areas?
oh wait, it wont work. I was sleepy yesterday. Nevermind- i fail at great ideas

Posted: Sat Aug 26, 2006 2:58 pm
by [GU]General Master
Ok then. Post if you get any idea though.

Posted: Sat Aug 26, 2006 3:52 pm
by [JSC][GU]PREDATOR
Whats a .SKP? i've never heard of it.

Posted: Sat Aug 26, 2006 4:42 pm
by skidz
Use the skybox idea I had, use skybox texture on the walls and use func_water with no surface texture.

Posted: Sat Aug 26, 2006 5:25 pm
by [JSC][GU]PREDATOR
skidz wrote:Use the skybox idea I had, use skybox texture on the walls and use func_water with no surface texture.
The skybox would have to be quite huge, it was already quite huge in that demo, it looked cool though :lol:
what about sea weed?

Posted: Sat Aug 26, 2006 8:11 pm
by [GU]General Master
Well I'm not sure if he used the skybox thing but maxunit made like a small passage way that looked like you were under water. But then when you noclip outside there is no real water. It is an illusion. So waht ever it is it works nicly.

Also skp. is a file for google sketchup you can get it here. http://sketchup.google.com/product_suf.html