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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Sentura
    • April 7, 2008 at 5:26 PM
    • #5,561
    Quote from dux

    The pure white on the building needs to be fixed for sure.

    lern2hdr

    it's the lighting, not the building. for me it looks realistic.

  • dux
    • April 7, 2008 at 5:28 PM
    • #5,562

    Yes by me saying that I meant the HDR. I just think it's far too bright.

  • Pampers
    • April 7, 2008 at 5:44 PM
    • #5,563

    i would have tried lowering the bloomscale before altering any textures... anyway screens of HDR maps are always relative since it only looks like that for a split-second

  • m8nkey
    • April 7, 2008 at 9:28 PM
    • #5,564
    Quote from Pampers

    i would have tried lowering the bloomscale before altering any textures... anyway screens of HDR maps are always relative since it only looks like that for a split-second

    That's definately a good tip though personally I find darkening the textures effective too. HDR makes white glow even after the bloom effect has faded.

    The mountains are looking much better.

  • Sindwiller
    • April 8, 2008 at 7:46 PM
    • #5,565

    Hit me with a stick, violate my duck and yell my name, but I'd still think that contrast lighting is the way to go It would look sort of boring without the "bloom"... like a mere piece of brushwork from 2004.

  • dux
    • April 8, 2008 at 8:39 PM
    • #5,566

    It's absolute pure white though. Just way too bright.

  • Albatros
    • April 8, 2008 at 11:52 PM
    • #5,567

    Yes it is, and I'm going to take care of it ASAP.

    The major problem isn't even the HDR though, it's the intensity of the brightness combined with the pitch and texture colour... resulting in a kind of overkill.

    I'll get that fixed tomorrow.

    Today I've been working on Nuremberg again to get some feeling of a change...

    [Blocked Image: http://www.albatros44.de/nuernberg/nbgapril1k.jpg]

    [Blocked Image: http://www.albatros44.de/nuernberg/nbgapril2k.jpg]

    [Blocked Image: http://www.albatros44.de/nuernberg/nbgapril3k.jpg]

    [Blocked Image: http://www.albatros44.de/nuernberg/nbgapril4k.jpg]

    Even more WIP since I had to rename/redo dozens of textures.

    Any opinions?

  • neotic
    • April 9, 2008 at 4:38 AM
    • #5,568

    Am I correct in assuming that increasing the values of the water_lod_control will move that black shadow-thing further back from the camera?

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa10c0003.jpg]

    And some pews!

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/villa10c0004.jpg]

  • insta
    • April 9, 2008 at 7:40 AM
    • #5,569

    Water_lod_control only controls how far away the transition from expensive to cheap water happens (refraction and all that). The fog is set in the material I think.

  • -HP-
    • April 9, 2008 at 10:03 AM
    • #5,570
    Quote

    Albatros":njwsej86]Any opinions?

    Yeah, it rocks!

  • SnipaMasta
    • April 9, 2008 at 10:10 PM
    • #5,571
    Quote from insta

    Water_lod_control only controls how far away the transition from expensive to cheap water happens (refraction and all that). The fog is set in the material I think.

    He means this:

    [Blocked Image: http://img397.imageshack.us/img397/6125/waterng4.jpg]

  • Meotwister
    • April 10, 2008 at 12:14 AM
    • #5,572

    I thought insta was talkin about the water fog... which then would be set in the material.. normal fog for a map is set elsewhere.

    That is weird though.. never really seen that happen before I don't think... you check to see if you have any leaks?

  • insta
    • April 10, 2008 at 9:03 AM
    • #5,573
    Quote from SnipaMasta

    He means this:

    That's what I mean as well

    Easiest solution would be to use one of the water textures that are meant to be used over large surfaces, like the ones used in the coast levels in HL2.

  • Deh0lise
    • April 10, 2008 at 9:58 PM
    • #5,574

    Try increasing the water texture size.

    P.D Looking nice btw ><

  • dissonance
    • April 11, 2008 at 8:58 AM
    • #5,575
    Quote

    Albatros":2dtd2sqw][Blocked Image: http://www.albatros44.de/nuernberg/nbgapril2k.jpg]

    I lol'd at "F U"Looks fucking incredible, though. I want to play.

  • Albatros
    • April 11, 2008 at 12:15 PM
    • #5,576

    lol,

    you're the only one who noticed it.

    I've just released a balancing version, but I don't want it to spread to public servers yet, so

    I only give it out one by one. It's been a year of work and in the past it has happened a lot that

    servers used pre-beta versions of my maps (and use them until today), so people often are

    scared off by only the name of a map and don't take a look at the "b1" or "b2" behind it...

    [Blocked Image: http://www.albatros44.de/nuernberg/nuernb03k.jpg]

    [Blocked Image: http://www.albatros44.de/nuernberg/nuernb04k.jpg]

    [Blocked Image: http://www.albatros44.de/nuernberg/nuernb06k.jpg]

  • ⌐■_■
    • April 11, 2008 at 1:22 PM
    • #5,577

    i probably sound like a groupie or something by now but i love your own subrealistic, fairytale like style you have

  • Thrik
    • April 11, 2008 at 2:07 PM
    • #5,578

    You certainly have a superb grasp of giving a scene depth. The faded/orange-tinted buildings in the background of your last shot really make a big difference.

  • JeanPaul
    • April 12, 2008 at 2:56 AM
    • #5,579

    Those little window roof extensions having a different shingle texture really bothers me. Other than that its great.

    Oh and make your displacements in the buildings a little more universal.

  • PogoP
    • April 12, 2008 at 12:51 PM
    • #5,580
    Quote from JeanPaul

    Oh and make your displacements in the buildings a little more universal.

    If by that you mean make them all the same, then I disagree.

    The beauty of old European architecture is that it's all so 'higgledy-piggledy' (oh dear, nobody will take me seriously now) and irregular.

    Plus I think the displacements rooftops here really add to the theme of the map.

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