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dm_grale (updated on 15-08-09)

  • rockdude86
  • August 21, 2005 at 2:41 PM
  • rockdude86
    • March 31, 2007 at 12:42 PM
    • #161

    in editor teaser

    [Blocked Image: http://img148.imageshack.us/img148/3928/naamloos24em1.jpg]

    *big rock behind the castle still looks like shit ghehe*

    ( edit... compiling = done: )

    [Blocked Image: http://img110.imageshack.us/img110/6465/dmxgralexxxlow70011ri9.jpg]

    [Blocked Image: http://img110.imageshack.us/img110/2606/dmxgralexxxlow70007xs7.jpg]

    also ive been thinking about how to add more variation, the idea of adding banners and flags is one i definetly want to do however finding resources that fit the theme are hard to find and i suck at creating my own currently... adding grass is not going to happen but vines and roots are a welcome addition but for this counts the same as with the flags

    anyway... i would apreciate all the help and/or crits i can get here

    suggestions are always welcome (specially lighting wise)

  • JeanPaul
    • March 31, 2007 at 7:48 PM
    • #162

    Looks great, can I see a 2d top view in hammer?

  • Zacker
    • March 31, 2007 at 9:14 PM
    • #163

    That big rock or whatever it is looks really wierd.

  • rockdude86
    • March 31, 2007 at 11:57 PM
    • #164
    Quote from Zacker

    That big rock or whatever it is looks really wierd.

    *big rock behind the castle still looks like shit ghehe*

    already said so in my post

    in reply to jeanpaul: ill post a topdown editor pic when i get home

  • RA7
    • April 1, 2007 at 7:36 PM
    • #165

    Pretty Pretty pretty....

  • rockdude86
    • April 1, 2007 at 8:32 PM
    • #166

    a 2d top view shot and a 3d view top shot:

    http://img105.imageshack.us/img105/9866 ... w01ri1.jpg

    http://img410.imageshack.us/img410/2558 ... w02tm7.jpg

    bit over the "top" maybe

  • Psy
    • April 2, 2007 at 9:52 AM
    • #167

    Christ, I'm already lost just by looking at the overview.

    Maybe you should distinguish some areas a bit better?

  • own3d
    • April 9, 2007 at 4:17 AM
    • #168

    Contrast, please add some contrast its very monotone.

  • Darth_brush
    • April 9, 2007 at 1:47 PM
    • #169

    brushworkoverkill!

  • Rick_D
    • April 9, 2007 at 3:28 PM
    • #170

    D:

    I think if you just added some different coloured lights in different sections you could help the player know where they are quickly.

    "Oh I'm in the green zone, I'll head over to the blue zone that leads to the upper levels"

    etc

  • Psy
    • April 9, 2007 at 3:31 PM
    • #171

    ^ Aye! Old school

  • rockdude86
    • April 20, 2007 at 6:23 PM
    • #172

    another teaser

    [Blocked Image: http://img127.imageshack.us/img127/9448/3dsky4rs2.jpg]

    started working on the 3dskybox as you can see

    [Blocked Image: http://img377.imageshack.us/img377/5629/dmgraleskybox0000vo2.jpg]

    did a fast compile of it just to check it out...

  • von*ferret
    • April 20, 2007 at 7:14 PM
    • #173

    neat, a more aggressive normal map would go a long way. Painting another material on flat surfaces would break up repetition.

  • Kakburk
    • April 20, 2007 at 7:46 PM
    • #174

    First as I saw those cubeish player entities I thought it was for HL1... lmao, almost had a heartattack. Looks really cool ;| will probably give atleast my computer quite some hard time trying to render it all.

    //btw, have you done all the textures on your own? Don't recognize them from the original HL2 textures.

  • Mkz
    • April 20, 2007 at 7:58 PM
    • #175

    maybe a little texture variation - ?

    any pics with lighting?

  • Vinny Testaverde
    • April 20, 2007 at 8:01 PM
    • #176
    Quote from rockdude86

    a 2d top view shot and a 3d view top shot:http://img105.imageshack.us/img105/9866 ... w01ri1.jpg

    http://img410.imageshack.us/img410/2558 ... w02tm7.jpg

    bit over the "top" maybe

    the layout of the map creates a beautiful design... gj

  • rockdude86
    • May 6, 2007 at 10:36 PM
    • #177

    textures are made by PhillipK

    im currently trying out some different normal maps for the rocks

    probably do another compile soon...

    heres where im at right now with the other side of the map:

    [Blocked Image: http://img259.imageshack.us/img259/871/dmgrale0465eh8.jpg]

  • SnipaMasta
    • May 6, 2007 at 11:02 PM
    • #178

    Those displacements are hot. Infact, the entire map is hot, but they stand out.

  • FMPONE
    • May 6, 2007 at 11:16 PM
    • #179

    Looks great, but you should do some huge pointy towers in the background to give it that epic feel

    Only crit is that the displacement's heights are too uniform, I think some major areas where the displacement's droop down more would make it look even more dynamic.

  • von*ferret
    • May 7, 2007 at 12:27 AM
    • #180

    I still say get some kind of normal map on the displacements that make them look like they're being...displaced. Something more contasty. Looks good though definately.

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