Dimensional Intersect [FINAL 1.4]

All about modding, mapping and modeling for D2X-XL

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Yokelassence
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Postby Yokelassence » Sun Dec 20, 2009 4:19 am

There is a Gorge I have to pass through when driving from Hawkes Bay to Wellington and it is very lush and green all along the cliff faces with only the steep trench that the river digs being barren and rocky. The Gorge I have in DI is pretty dry and lifeless in comparison. So I added a bit more green around the edges:

Image

How does this look? This is only the first corner, I have not modified the rest of the Gorge yet until I get some opinions. I am trying to increase the appearance of the Gorge being in a rocky valley like Yosemite National Park and less like the Grand Canyon.

Note that those are skybox cubes along the walls so you cant go into this newly added space. The roof has been lowered so there is actually less space than before.

This also explains why the sides are stark contrastingly bright compared to the riverbed. I have moved the lights closer to the ground to hide this effect but it still looks dark at the bottom.

Robots are also dark too but I may fix that by manually setting a cube light value for the outdoor cubes. But that makes me wonder, what if that cube light parameter could affect textures as well as objects? So that you didn't have to rely on the textures and lightmaps to light up the area? Obviously such a property should only be applied to cubes of a specific type. But outdoors cubes could be a good candidate for such a feature since it would only be used for outdoors anyway.
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Sapphire Wolf
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Postby Sapphire Wolf » Sun Dec 20, 2009 4:53 am

That looks... Awesome! :omg:
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firebingo
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Postby firebingo » Sun Dec 20, 2009 5:39 am

It does look great. Espically since I haven't seen anything about dimensional intersect for a long time.
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Yokelassence
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Postby Yokelassence » Mon Dec 21, 2009 9:54 pm

Yea, my job is really bringing progress to a halt.

The good news is that there is a week holiday coming up, I might be able to finish things then.

The Gorge is the last thing I want to touch up. Everything else is done.
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Postby Yokelassence » Mon Jan 04, 2010 10:28 am

1.2 is finally out. I have made a ton of changes, I cant remember them all. Most you probably wont notice anyway.

Some key changes though:
  • More scenery and realism
  • Support for 16 players
  • City section is now complete
  • Tweaked robots again
  • Added crates
  • Improved lighting in some areas
  • Briefings and credits added


I really hope there are no further bugs as I have other things to focus on now. 1.2 may be the final version.

Not to imply that I cannot keep level editing. I have recently added semaphore master triggers to The Sphere where applicable and will release an update for The Sphere sometime soon with that and other changes I have made as new features in D2X-XL come available.

I might also create a version of DI for anarchy. Karx has already converted The Forest into its own Deathmatch map and I think the same could be done for the other worlds too.

EDIT:

Some screenshots updated.
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Postby karx11erx » Mon Jan 04, 2010 12:16 pm

It says "dimention" throughout the briefings. It should be "dimension".
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Yokelassence
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Postby Yokelassence » Mon Jan 04, 2010 12:44 pm

Briefed needs a spellchecker. I don't know why I keep spelling it like that, it's a rather subconscious action.

There's bound to be more spelling mistakes, I'll have to proof read one more time.
Last edited by Yokelassence on Mon Jan 04, 2010 12:48 pm, edited 1 time in total.
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Postby karx11erx » Mon Jan 04, 2010 12:46 pm

I don't like the new gorge. The old one was much cooler, because it was such a deep dark crevasse. The new one is too bright and too wide. Sometimes less is more. ;)

Haven't checked out any other areas so far.
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Yokelassence
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Postby Yokelassence » Mon Jan 04, 2010 12:59 pm

The other area's should not look too different.

The thing about the gorge though is that being narrow and dark made it feel like a giant crack in the ground to me, rather than an actual gorge/canyon/crevasse/ravine. I tried to make it look as natural as possible. Oh well.
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Postby karx11erx » Mon Jan 04, 2010 1:06 pm

Well, that tremendous crack in the earth looked absolutely cool - huge, sinister and menacing. Fantastic environment.
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firebingo
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Postby firebingo » Mon Jan 04, 2010 11:54 pm

I won't comment on the new gorge because I have not seen it yet but I did like how the gorge was dark. It had more of a "robots are going to kill me feeling"
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Postby CargoOfDarkness » Sun Feb 21, 2010 11:06 pm

Hi there!

I have a question. If you play multiplayer coop, how can you actually play this together? After one player enteres a level all teleporters are closed and the others are staying outside and wait for one to beat an entire level?!? :(

Can someone explain that to me?
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karx11erx
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Postby karx11erx » Sun Feb 21, 2010 11:10 pm

Also ... also ... Deine Signatur ... das ist ja ... also, einfach empörend! :oops:

Looks like a severe flaw in mission design. The teleporter should probably only get disabled once a player has returned from the (sub) mission.
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Postby korghano » Mon Feb 22, 2010 8:57 am

karx11erx wrote:Looks like a severe flaw in mission design. The teleporter should probably only get disabled once a player has returned from the (sub) mission.


Ist aber in einer Coop Mission ziemlich hinderlich und laut readme ist diese Mission als Coop deklariert aber der Erbauer wird sich schon was dabei gedacht haben :wink:
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Postby Frustikus » Mon Feb 22, 2010 2:23 pm

Hipp Hurra,

Korghano hat nen neuen PC ! Schaut in seine Signatur ! Von nem Athlon XP auf einen Core 2 Duo aufgestiegen ! Na Korghi, hast Du den Geschwindigkeitsschock schon überwunden ?

Sorry für OT ;-)
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