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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • JohnSmith
    • October 31, 2008 at 5:13 PM
    • #6,421

    that's a really sweet work Pericolos0 (my preference goes to the first screen though, but second is nice as well)

    Maybe you should add a huge planet in the sky ?(I dont know really why, but it might looks pretty cool and gives a more "unknown world" feeling)

  • Sindwiller
    • November 2, 2008 at 7:08 PM
    • #6,422

    http://xs433.xs.to/xs433/08440/iteration24198.jpg

  • Freak
    • November 2, 2008 at 7:16 PM
    • #6,423
    Quote from Sindwiller

    http://xs433.xs.to/xs433/08440/iteration24198.jpg

    sure that the shadow comes from this metal thing?

  • D3ads
    • November 2, 2008 at 7:18 PM
    • #6,424

    Amazing stuff Peris, love the style

  • Freak
    • November 2, 2008 at 10:16 PM
    • #6,425

    I decided to move this map into this thread cuz it still needs too much work to call it finished, especially @ cliffs and desert..

    [Blocked Image: http://img404.imageshack.us/img404/834/screenshot0007pt9.jpg]

    [Blocked Image: http://img412.imageshack.us/img412/5861/screenshot0010tn6.jpg]

    [Blocked Image: http://img514.imageshack.us/img514/8228/screenshot0006ng6.th.jpg]

  • Sindwiller
    • November 3, 2008 at 3:15 PM
    • #6,426
    Quote from Freak

    sure that the shadow comes from this metal thing?

    *scratches head* hm... now that you mention it... It still looks really weird though

  • JeanPaul
    • November 3, 2008 at 7:09 PM
    • #6,427

    Why does that support below the bridge look like its popping out? It looks like you added it in photoshop

  • Buddy
    • November 3, 2008 at 8:31 PM
    • #6,428

    MORE EVIL!!!!!!!!1111!

  • -HP-
    • November 3, 2008 at 9:47 PM
    • #6,429

    What support below the bridge?!

    Anyways, so far so good dude, good work.

  • Sentura
    • November 3, 2008 at 10:02 PM
    • #6,430

    color yes, those support things no.

  • JeanPaul
    • November 4, 2008 at 12:42 AM
    • #6,431

    My perspective was off sorry, but I do agree, it needs more color.

    Oh and what are these?

    [Blocked Image: http://xs233.xs.to/xs233/08451/iteration25509.png]

  • dux
    • November 4, 2008 at 12:43 AM
    • #6,432

    the eagle heads are entities or whatever you want to call them in UnrelEd

  • D3ads
    • November 4, 2008 at 3:08 PM
    • #6,433

    Unreal 3 doesn't render alpha shadows?!! Epic epically fails

  • PogoP
    • November 4, 2008 at 3:20 PM
    • #6,434

    Wow dude that looks amazing. I love the subtle use of colour.

  • aevirex
    • November 4, 2008 at 4:56 PM
    • #6,435
    Quote from D3ads

    Unreal 3 doesn't render alpha shadows?!! Epic epically fails

    Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also.

  • Buddy
    • November 4, 2008 at 5:30 PM
    • #6,436
    Quote from aevirex

    Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also.

    X-Ray is able to render them and is supporting deferred shading

  • Skacky
    • November 4, 2008 at 5:32 PM
    • #6,437

    The blue things dux calls eagle heads are in fact Titan heads (a badass monster from the depths of Unreal 1 ).

    These are entities, called Actors in Unreal Speak.

    By the way your level is awesome mate, you got a great atmosphere with it. I agree with JeanPaul on the support though, it looks a bit out of place.

  • arhurt
    • November 4, 2008 at 5:44 PM
    • #6,438

    I know that you have to set up compile commands in source to render alpha textures correctly if you want, I don't know how Unreal works but could there be something similar?

  • aevirex
    • November 4, 2008 at 7:49 PM
    • #6,439
    Quote from Pericolos0

    Only static shadows or masked textures. This is due to the deferred shading... almost no engine with deferred shading is able to do that (because it's a stupid and expensive hack to do so). No SSAA also.

    I only have static shadows :s. The shadows work with realtime lighting though.

    Also the engine we use at work renders alpha shadows realtime without much trouble, if you can have depth sorting with alpha, you can have shadows..

    And depth sorting requires additional buffers and more passes, which is costy.

    Also: sorry, I missread D3ads' comment. I thought he was referring to translucency. UE3 can do static soft shadows, hard stencil shadows and sampled (=soft) stencil shadows iirc.

  • Spellbinder
    • November 4, 2008 at 10:25 PM
    • #6,440

    Hahaha good game on those signs btw i think i missed it but for what game is this map?

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