with a sky like that your shadows need to have a stronger bluish tint.
looks good. i like the terrain ![]()
with a sky like that your shadows need to have a stronger bluish tint.
looks good. i like the terrain ![]()
Thx for the tip sa74n, I'll try it.
This is a test with my second system, it's not valid at all because it was a fast vvis compile, but you can see that doesn't perform bad:
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Graphical settings were set on medium, trilineal filtering, and doing server as you know takes away a few FPS.
That system was an amd athlon 2500+ (1,8 GHz), 1GB ram, and radeon 9500 (its GPU bound).
Quoteit's pixelated because transparency (not opaque as you can see), the resolution is 512x512, not bad for a simple spider web. But the alpha usage makes aliasing, that's a norm.
i'm aware, i meant that you should use an alpha channel to make the lines smooth
you could also use that trick where you put a small ambient blue light in areas with large shadows.
Good job dude, on all aspects of the map.
Quotei'm aware, i meant that you should use an alpha channel to make the lines smooth
I added a bit of blur to the alpha channel, as you requested :wink:, that makes the lines a bit smoother
These are the coloured caves, RD:
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And here's an improved main door:
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Looking good i like the colored caves ![]()
Can't wait to test this baby out.
I think the colored caves look stupid.
Other then that everything is looking great to me ![]()
LOL i said green or blue, not circus colors. Ofcourse its gonna look sucking this way
It was just for fun
Whatever color you choose doesn't fit with a spanish mission in the XIX century.
lol, oh ok, you sounded a bit serious about it. ![]()
nice old school feeling! The terrain is pretty cool indeed.
Small update here, I'm just adding a dome. Thought what kind of mission would be this one without a dome
In fact was in my early plans, but don't wanted to start it until I knew if performance could be enough.
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Soon will be added some paintings and other decals, hanging lamps and a prop that don't know the name, it's a big wood prop that is used to be placed just in the rear part behind the altar.
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dude, do the wooden engraved cross like on that picture. ![]()
Better and better everyday man.
![]()
Yas, that engraved cross is so freakish that should be added ![]()
Meanwhile, some more shots about the church
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I started to paint the 3dskybox mountains. The lamps have physics properties. And what do you think about the volumetric lighting? Maybe too much irrealistic? I should add some kind of decal as lighting effect to complete the effect.
This just keeps getting better and better ![]()
How did you get your mountains to be so interesting? They're definitely amongst the best I've seen in a HL2 map.
I love this, every map now includes a church/moastry or & cathedral in it.
Must be a classic style.
Mountains are made with digital elevation models as I said previously (there is a tutorial made by me into the valve´s wiki). The artistic part comes now, I'm trying to paint them to look similar as possible to real south western mountains (in the USA).
QuoteI love this, every map now includes a church/moastry or & cathedral in it.
Catholic mappers maybe? ![]()
Churches have been classic in mapping always IMO, but most I've seen are europeans/gothic style, this one not.
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