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Sage

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Everything posted by Sage

  1. This is a project I started a week ago, including two maps and a bunch of models and textures. For the most part, the ground textures were made for another project a year or two ago, and all of the buildings and custom retextured models are things I made over the last several days. This is a remake/replacement for juperos_01 and juperos_02. I kept the idea of an ancient, high-tech civilization and used the Juperos/Schwarzvalt symbol in a few of the textures, but otherwise I did not intend to recreate the original maps accurately. I think they are kind of a pain in the ass to walk around in. The maps have a few exits that do not lead anywhere right now. I intend to make a replacement for the other parts of Juperos sometime in the new year, so you can consider this post "Part 1." I hope you like it. Please reply if you'd like to see more map showcases in the future. jup_fild01 jup_fild02
  2. Here are the ruins of a big, modern city. It's not easy to make tall buildings in RO, but I think it came out nicely. Please reply if you'd like to see more map showcases in the future.
  3. I made an island that bullies innocent ships trying to sail past it. Please reply if you'd like to see more map showcases in the future.
  4. Yes I am. I'm glad you like it.
  5. I'm back. Check it out. Dungeon map? I think it looks better with a fog effect. Please reply if you'd like to see more map showcases in the future.
  6. Per-model, RO's polygon limit is very low- It's about 2000, and generally you'll probably want to limit it to about 1600-1800. I don't know if there is a limit per map, but I've found in the past that the framerate starts to get very bad around 8-10,000 models on a single map. (Models, not polygons) It's doubtful you will ever reach that many models on a map intentionally, as even my most detailed maps ever tend to only half half as many models as that (around 4-5000). If you want to make use of complicated, detailed 3D models with higher polycounts, you'll have to split them up into several individual models that you piece together in browedit. I hope that helps.
  7. Extract them from a GRF with GRF Editor.
  8. Thanks for the feedback so far. When it comes to the leaves on top of the water, I popped ingame to take a look, and this is what I got from some of the largest ones: It blurs a bit more than what you'd see in Browedit, but still slightly pixelly. It might bother some people more than others, but OK with this as is- It doesn't really stand out to me, and I don't think most players would mind that much either. At least, not to the point where I'd feel I should put the time into making a new, higher resolution texture...
  9. Group model edit doesn't, as far as I know, work between maps. If you're copy-pasting from one map to another, you'll want to use the global height edit mode's duplicate function, and then clear the lightmap on the map you paste to, or else you'll get a sanity error. I strongly recommend you save the map before you do this, because global height edit's duplication tends to crash Brow at least 50% of the time I use it.
  10. If you looked in that folder and don't have any Juno, Einbroch or Einbech textures, then your GRF is missing a lot of stuff. I assumed you were looking for ground textures, but if it's buildings you want, you should look into these two directories instead: Models: Interior Textures: Most Einbroch stuff is labeled st_whatever, and most Juno stuff is labeled sage_whatever.
  11. All the ground textures for most of RO's overworld and the older dungeons associated with those places are located in a single directory, rather than having their own folders, which eventually became the standard every time the game updates nowadays. You can find the textures for all those places in this folder:
  12. That's really clever and charming. Definitely one of the cooler map ideas I've seen in years on this forum.
  13. I love SCPs. This is pretty cool, but I think you should have made the ambient light darker. I think it'd have a better effect if it didn't look as well-lit as it does now. Changing the name of the mob that attacks you to SCP-087-1 would be more accurate, too.
  14. This looks really great, and it's awesome to see the final product after seeing previews while you were still working on it. The retextured objects are all high quality and nothing looks strange or out of place. I think this is a better Japan-themed area than all the actual Amatsu maps we got in game, and this is the type of map I wish we could see a lot more of on this forum. The time you put into it really paid off.
  15. The blue lines moving past the train are pretty neat. What effect is that?
  16. You can use hexed versions of newer models to make them work in 586, then you don't need to use 620 at all. I've compiled hexed versions of the newer models in this package here: Download Credit to Tokei for making these. I just reuploaded it.
  17. Nowhere, at the moment. I'm setting up a website where I can showcase/sell them, but it's a work in progress. I never intended for most of the maps I make to ever be released or shown outside of the small server I run with a small group of friends, so it's taking me some time to decide how they'll be package together and making sure they GRFs I put them in contain all the correct textures/models/etc. Please be patient.
  18. Hey everybody, I've mentioned wanting to produce some Browedit tutorials for a long time, so I've finally gotten around to starting. These will be posted/updated a a little infrequently- Basically whenever I have the free time and have come up with a good idea. It's noted in the introduction, but my tutorials will focus more on how to make your maps look good rather than being highly technical explanations of how different edit modes work, or how to use third-party programs. There will be some technical stuff, but again, this will be more about style and design rather than technical things. You can post in this thread to offer feedback on what I've written so far, or suggest topics you would like to see me cover. My tutorials are written in publicly accessible Google Docs- It's a nice, easy to use format and lets me make adjustments, edits, and updates easily. Sage's Browedit Tutorials Introduction How To Make Lightmaps Stop Looking Bad In this first post, I'll also write down a few vague ideas I have for future tutorials. Don't take any of these as promises- They might become part of bigger tutorials, or I might come up with a different way to present the ideas, or whatever. I may come up with something completely different, too. Anyway, here are some tutorials I'm considering writing: Retexturing Models - Syouji's video guides explain how to do this, but I think I could probably make a non-video based guide on how to do this that's a little clearer and easier to follow. Making Town Maps - I see a lot of town maps with similar problems that result in them not being very good- Mismatched models and textures, boring and repetitive streets, etc. Global Height Edit - This is a nifty tool with a couple fun/creative applications. Not sure if there's enough to make up its own guide, however. Custom Models are for Suckers - There are a lot of cool 'custom' models you can make by just arranging existing RO models together to form particular shapes. I have a few fun ones I can share to maybe inspire people. Interior Maps - A tutorial on making RO-style interiors in isometric form, and some style ideas for different settings: Homes, castles, abandoned buildings, etc. You're also free to treat this thread as an 'ask me anything' sorta deal, in case you want a quick answer from me on anything regarding mapping or my process or just about anything. yeet
  19. Holy shit a new post and not something from 2011 that got bumped because someone wanted to say 'nice.' This is pretty nice. There are a couple areas I particularly like, like this plaza where you made a curved fence around the grassy area. In general, I think adding curves and more 'natural' shapes rather than making everything a straight line or rectangle is a good way to make any map look a lot better. The garden area near the middle with the ascending path is also nice- Though it could maybe look a little more dense/overgrown if you added some bushes or flowers to cover up the bottom of those walls. The retextured Brasilis houses are also very nice. I've got a few suggestions- I know you said you're probably done with this map, but this advice could apply to new ones, too. I'm not sure if you work in Brow 1.0 or 2.0, but I only work in 1.0, so I'll use that version's terms. Lighting: The further north/east you go on the map, the more stretched out the shadows look. I would suggest moving your 'sun' light (whichever one casts those shadows) a little bit closer towards the center of the map, and a little bit higher off the ground. The 'rule of thumb' I use on my own maps is I keep moving the light up until I see the bottom of its vertical yellow line go above the ground. Also, what smoothing factor are you using? Maybe it's just me, but a lot of those shadows look very blurry. I generally use a smoothing factor of 1 and leave it at that- I think it's a good medium between crisp/pixely shadows and very blurry ones. Models: A few models look out of place, and I think the map would look more cohesive if you recolored a few other objects to match their surroundings more. The brown building with the archway in this screenshot looks a bit out of place- Making the sides of it a lighter color, and perhaps adding some saturation to the roof would make it fit in better. Those tall rock formations from Louyang off the shore could also be retextured to match the grass/cliff textures you're using. I know that model is a bitch to retexture (I've done it more than once), but it's also a good model to have in many different textures. That shit is like easy mode for detailed cliffs, my dude.The other model that stands out a lot are the bridges, for obvious reasons. Textures: There's a lot of open space on the map, which isn't a bad thing by itself, but I think adding some variation to the ground would make a lot of areas look better. For example: The diamond/square shape at the center of the map above the garden is fairly simple in shape- You could play around with square/diagonal borders between the two ground textures to create a more interesting pattern. Some town maps ingame do this, like with some of the streets in Lighthalzen. Examples here and over here. Buildings/decorations can be made to look like they fit into the world better if you give them special textures underneath, as well: As an example, this blue building is just sort of hovering on top of the pattern beneath it. Keep an eye out for texture errors in small places too. You also use a lot of different ground textures without consistency- In some parts of town, you use the rectangular cobblestone texture as the surrounding/'sidewalk' texture and the circle-pattern cobblestone texture as the 'street'/plaza ground, and then in other parts of town, you reverse the two. I also think the texture you use for the arena near the top of the map is too big- Sometimes you can get away with stretching a texture that large, but you already used those cobblestones for the town streets, so it doesn't really say "combat zone people fight ontop of this" to me. I apologize for writing you a novella in this reply.
  20. Hey, that's not bad. I don't think I've ever seen anyone actually use the neon hot pink water texture on a map before, but it fits in well here. Little details like the ground being sunken where those scythes are digging into it, and the hidden passageways are nice touches. I'd suggest adding some more variation to thinks like houses and the rocky cliff models- rotating them slightly so they don't form perfect straight lines everywhere does a lot to make the map look better. Overall, this is good.
  21. This map isn't bad, but in my opinion the bright, saturated ground texture you used for the grass doesn't fit very well with all the models on the map. It looks very bright and colorful, which doesn't mix well with the fact that most of the map is covered in shadow. The canopy effect created by the shadows looks good, but you should put more thought into where you place gaps of light- It's best to break up the repetition of empty spaces, which the original Payon has a lot of, rather than just covering most of the map in darkness. But, again, this looks weird with the very bright and saturated ground texture, which doesn't look good in my opinion. I think it would have been better you use more building models from the modern version of Payon rather than the very old/original version- They're more detailed and look better when you blow them up to a huge size, like for the walls around the town square.
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