[WIP] Lost_Dungeon

Status
Not open for further replies.
Newbie Spellweaver
Joined
May 12, 2008
Messages
77
Reaction score
30
Location
maturin
Well as the thread says this the work in progress of the map Lost_Dungeon.
It currently is at the version 0.6 but it's quite undone yet.

Screen shots
Lost_Dungeon Beta 0.6:
ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums


In-Game ss:

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums


Lost_Dungeon Beta 0.7:
ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums
Download Links:

Lost_Dungeon 0.6
(7.57mb).
Things To do:
Resize some walls "x" axis textures, Fix some collision's and reduce a bit the total faces and re-make the whole light mapping.

As for afar the map is like 60-70% done.

Lost_Dungeon 0.7
(7.20mb).

In this version i've fixed alot the collision hull, i decreased the total amount of faces in the map which will decrease the in-game lag, aside of that i've improve the textures it self so they look a bit more rusty and have a better end, also i re-made the lightmap so now the map illumination looks better, i've finished adding the fire and torch and now you maybe able to enter in the dome but cuz of a exporting error the dome texture have been exchanged for the roof 1.
So far i only have to collocate the spawns and fix the columns texture, the torch textures as well and fix the floor illumination cuz for some reason it's not getting lightmapped
At this rate the map is 75% done
 
Last edited:
'tis in beta so if you were planning on doing all this I apologize.

1. Downscale wood_old.dds texture, since this is a repeated texture, being 256x256 rather than 1024x1024 will show little difference.
2. Open MCV, load in txa fires, go to the material edit dialogue and change the texture name to "maps/mansion/txa 30 2000 fire_a00.bmp", delete all fire texture in your current folder.
3. Open Lost_Dungeon.RS.xml and change "gzd_map_Prison_water00.bmp" to "../Prison/gzd_map_Prison_water00.bmp" delete texture from your folder
4. Texture f-2.dds and f-3.dds are practically the same, thing, use the same texture, then use your repeating wood texture and add the wood slightly over it (bring it out something like 1 unit or something).

Now my opinions:
Bring more white back into the lightmaps, there is wayyy to much red/ blue D:, it kills everything the textures give, they might as well be greyscale
Collision looks nice imo, no use a collision hull though
 
'tis in beta so if you were planning on doing all this I apologize.

1. Downscale wood_old.dds texture, since this is a repeated texture, being 256x256 rather than 1024x1024 will show little difference.
2. Open MCV, load in txa fires, go to the material edit dialogue and change the texture name to "maps/mansion/txa 30 2000 fire_a00.bmp", delete all fire texture in your current folder.
3. Open Lost_Dungeon.RS.xml and change "gzd_map_Prison_water00.bmp" to "../Prison/gzd_map_Prison_water00.bmp" delete texture from your folder
4. Texture f-2.dds and f-3.dds are practically the same, thing, use the same texture, then use your repeating wood texture and add the wood slightly over it (bring it out something like 1 unit or something).

Now my opinions:
Bring more white back into the lightmaps, there is wayyy to much red/ blue D:, it kills everything the textures give, they might as well be greyscale
Collision looks nice imo, no use a collision hull though

Downscale wood_old.dds texture, since this is a repeated texture, being 256x256 rather than 1024x1024 will show little difference.

Thanks, i didn't have that in mind :).

2. Open MCV, load in txa fires, go to the material edit dialogue and change the texture name to "maps/mansion/txa 30 2000 fire_a00.bmp", delete all fire texture in your current folder.
3. Open Lost_Dungeon.RS.xml and change "gzd_map_Prison_water00.bmp" to "../Prison/gzd_map_Prison_water00.bmp" delete texture from your folder

i was planning to do something like that, since im using a debug client which have none of the default maps i need it on the current map :) for test purpose

Texture f-2.dds and f-3.dds are practically the same, thing, use the same texture, then use your repeating wood texture and add the wood slightly over it (bring it out something like 1 unit or something).

As for these 2 there's actually a difference between em for the f-3 it use've not been implemented just yet :) ill use is for the dome which isn't done yet.
f-3
ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums

f-2
ZStinger - [WIP] Lost_Dungeon - RaGEZONE Forums


Now my opinions:
Bring more white back into the lightmaps, there is wayyy to much red/ blue D:, it kills everything the textures give, they might as well be greyscale
Collision looks nice imo, no use a collision hull though
as i say's before i'm planning to re-make the whole light map cuz of the same reason :), if u see in the maiet world editor ss you may notice that those img have more white than the in-game ss thats cuz the i-g ss are from version 0.6 and the mwd ss are from what's gonna be version 0.7 :)

Thanks for your opinions :)
 
Status
Not open for further replies.
Back