WIP in WIP, post your level screenshots!
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Yes by me saying that I meant the HDR. I just think it's far too bright.
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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
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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.
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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. -
It's absolute pure white though. Just way too bright.
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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...
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Even more WIP since I had to rename/redo dozens of textures.
Any opinions?
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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?
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And some pews!
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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.
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Albatros":njwsej86]Any opinions?
Yeah, it rocks!

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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:
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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?
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Try increasing the water texture size.
P.D Looking nice btw ><
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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.
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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...
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i probably sound like a groupie or something by now but i love your own subrealistic, fairytale like style you have

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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.
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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.
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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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