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Ad-Man
post Aug 15 2010, 07:00 PM
Post #26


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Ok, I had a little tinker around with it:

Added:
Cannon spam on middle capture.
3d skybox

Removed:
Hedges around the side
Shadows on the grass props

I still need to do a bit more, work on the 3d skybox a bit (I suck at displacements), add a few playerclips and get the lighting right.


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gRanTeLbArT
post Aug 15 2010, 08:30 PM
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Got updated pictures and download?


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Ad-Man
post Aug 15 2010, 11:25 PM
Post #28


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Well I was going to hold off a little until I have a bit more done for r3. here are some screens though. I abandoned the 3d skybox as it was too much work for little reward.





You can just see the end of the explosion in the 3rd shot.


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QUOTE (Copywright (wallhacker/bad modeler))
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gRanTeLbArT
post Aug 16 2010, 12:01 PM
Post #29


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I'm surprised to see someone say 3D skybox is too much work. Basically, you untick the visibility of your skybox blocks and extend the map terrain from the border with displacement terrain in 1:1 scale. Later, you select it and do all the stuff the 3D skybox instructions/tutorials will tell you to.

(
1. Put a skybox_camera at the origin of the map (marked with 3 axes in red, green, blue in camera or with special teal lines in grid).
2. Select all your 3d sky terrain and the skybox camera.
3. Move the selection away from your map so it's outside.
4. Scale the whole selection down to 1/8 or 1/16 (whatever works for your skybox tree models, other stuff).
5. Set the skybox scale accordingly on the skybox_camera.
6. Put a sky cube around the hole thing and leave a lot of space around it to the top and bottom, left and right (avoids shadows on your map - if the upper or lower end of the 3d sky skybox was too low so it would cut your real map's terrain, there would be a dark shadow on it).
7. Be done.
)


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Ad-Man
post Aug 16 2010, 12:13 PM
Post #30


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Oh, I made a 3d skybox, but it looked terrible. I did it slightly different to what you said though.


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QUOTE (Copywright (wallhacker/bad modeler))
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jackx
post Aug 16 2010, 01:48 PM
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Ah, such bright colours... but that seems to be with HDR, so for those who play without the fork-in-the-eyes option, it should be fine.

I still think the hedge/tree border is too high though, gives the map a rather claustrophobic feel compared to the free-floating original.

The trenches look very shallow, too - they should provide complete concealment for a crouching player, at least in some parts, IMHO.


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Ad-Man
post Jan 26 2011, 06:53 PM
Post #32


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New in r5:
Deeper Trench and explosions happen after every centre cap


I had fixed the explosions a while back but didn't really think just that deserved a release. Then months passed and I thought I may aswell put this out. I won't be working on this anymore. If someone else wants to please go ahead.

bg_janus_r5
DOWNLOAD: http://www.mediafire.com/?ii6v69unx0nt7f5
SOURCE VMF: http://www.mediafire.com/?vaz1z2eveup25vv
by new roob and Alhasid


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QUOTE (Copywright (wallhacker/bad modeler))
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3DDEATH
post Mar 22 2014, 04:02 PM
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i released another version, slightly up the fps, fix ground textures removed and added better trees, fixed spawn points. Thanks Roob still a great map.

Download

This post has been edited by 3DDEATH: Mar 22 2014, 04:15 PM


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QUOTE (gRanTeLbArT @ Aug 25 2007, 02:47 PM) *
I will tell you what I think, this is horrible. Like all the other remakes of BG1 maps. There is a reason why we do not do that in any form. Do not bother to remake old bg1 maps. BG1 was a totally different game as draco pointed out and the maps are not going to work out on BG2.






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