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pvk_fort map WIP

  • Skjalg
  • January 29, 2006 at 8:01 AM
  • Skjalg
    • October 3, 2006 at 3:55 PM
    • #41

    thanks Rick!!

    I'll try that Meotwister, thanks^^

  • Skjalg
    • October 4, 2006 at 6:29 AM
    • #42

    I just can't seem to figure out why I get this problem, you can clearly see the difference between the 3d skybox and the map :/

    (I have a fog set in the 3d skybox, but not in the map. I tried it with a fog in just the map and that didnt work, then with fog in both and that didnt work either. And yes, fog is set to blend.)

    Anyone else get this?

  • Singedrac
    • October 4, 2006 at 6:36 AM
    • #43
    Quote from Skjalg

    I just can't seem to figure out why I get this problem, you can clearly see the difference between the 3d skybox and the map :/(I have a fog set in the 3d skybox, but not in the map. I tried it with a fog in just the map and that didnt work, then with fog in both and that didnt work either. And yes, fog is set to blend.)

    Anyone else get this?

    I think this is because the water and skybox-water are using different cubemaps. You can force cubemaps to apply to specific faces so try doing that.

  • Meotwister
    • October 4, 2006 at 7:12 AM
    • #44

    yeah I think I've fixed that before by making the skybox water use the main waters cubemap.

  • Skjalg
    • October 4, 2006 at 6:50 PM
    • #45

    didn't seem to work :/

    Thanks guys, ill test more..

    edit, after making a testmap and compiling every little change i did (adding entites this and there), I finally managed to solve the problem!

    nature/water_lowdirty001 is borked!

    It worked when i changed the water texture

  • Skjalg
    • October 5, 2006 at 10:45 PM
    • #46

    ive started working more on the outides now, kind of fed up with the insides ;P

  • Meotwister
    • October 5, 2006 at 10:54 PM
    • #47

    the columns where the flag pole is are making some weird shadows it looks like. And that blue roof (at least that color blue) doesnt look right to me. Maybe a darker more dirtied roof?

  • Belgarion
    • October 6, 2006 at 3:52 AM
    • #48

    I think the tiles look just fine. Dirtied might be more real, but that is not necesarily the goal. Perhaps realistic with a hint of fantasy mixed in? looking nice shalgy

  • Skjalg
    • October 6, 2006 at 11:47 AM
    • #49
    Quote from Meotwister

    the columns where the flag pole is are making some weird shadows it looks like. And that blue roof (at least that color blue) doesnt look right to me. Maybe a darker more dirtied roof?

    I hadn't noticed the shadowproblems, thanks (dont know what to do except delete the columns?)

    I'll show you an old compile with different textures (when i say old, i mean old.) Do you think i should revert back to the old roof texture i have here?

    [imgCRAPPY IMAGE REMOVED

    On another note;

    The flagpole is officially gone.

    Oh and thanks garion^^

  • JeanPaul
    • October 7, 2006 at 4:02 AM
    • #50

    Much better lighting and geometry, nice update.

  • Belgarion
    • October 7, 2006 at 4:08 PM
    • #51

    i actually prefer the picture at the top. I think the coloring is better, though I do see what you are talking about with the shadows. I also think you should but a flagpole in, even if it's not that one.

  • Meotwister
    • October 7, 2006 at 7:31 PM
    • #52

    well I actually like the second one in the sense that the shadows act right and I think that roof works a smidge better. You had a different light environment so you think you could change the one you have now to a different angle just a bit to try to get rid of the shadow prob? or are you married to that angle.

    I dont like it in the fact that its raining on clear day.

    lol I know you said its old.

  • Skjalg
    • October 8, 2006 at 5:03 AM
    • #53

    I am not married to that angle I'll try to mess around with it some more.

    But maybe that shadowbug is only there because it was a fast compile... gotta check that.

    Oh and, thats not rain, its a clipping error ;D

  • Meotwister
    • October 8, 2006 at 7:19 AM
    • #54

    rain... clipping error.... theres really no difference in source

  • Skjalg
    • October 13, 2006 at 2:40 PM
    • #55

    Well then, time for another spam...

    Most of the outdoor is still WIP.

    The normal maps have been improved greatly by PhillipK~~ :]

    Theres 13 pictures in here, so I wont post them just give you guys the link.

    http://www.nidvardir.com/images/beta/

    Please give contructive criticism, and let me know if you have a soloution to the main problem this map suffers from (monotone walls)

    ~~peace

  • Minos
    • October 13, 2006 at 10:23 PM
    • #56

    The outside of your map is pretty cool. You could to some lightmap tweaks here and there though.

    http://www.nidvardir.com/images/beta/pv ... j30002.jpg -> lower the lightmap on that round tower, the sun light will look a lot sexier

    same for the blue roof and the wall behind it

    http://www.nidvardir.com/images/beta/pv ... j30003.jpg

    add some trims below the blue rounded roof. Add stains below the windows.

    http://www.nidvardir.com/images/beta/pv ... j30004.jpg

    Try some less yellow'ish tones for the lighting. Strong yellow tones tend to look boring and repetitive. Some lighting variation is also needed here. Oh and the wood supports look too flat. Try to model them instead of using brushes.

    http://www.nidvardir.com/images/beta/pv ... j30005.jpg

    This particular shot is very cool. You could use that small chandelier on the corridors instead... In order to look imposing this room needs a bigger chandelier.

    Add some trims to the arches.

    http://www.nidvardir.com/images/beta/pv ... j30006.jpg

    Once again, lightmap tweaks on the faces that have transition between sunlight and shadows. Add stains below the windows.

    The long-and-tall-wall needs something to break the repetitiveness. I dunno, add some random details. Maybe some unreachable balconies, lamps or flags. (can't you make a larger version of the flag and use it on this wall ? Would look cool).

    http://www.nidvardir.com/images/beta/pv ... j30007.jpg

    This room has a nice lighting variety (nice transition between half-dark areas and lit areas). Again, use a bigger chandelier and trims on the archways. Making the ceiling darker would also help on variety and depth.

    http://www.nidvardir.com/images/beta/pv ... j30008.jpg

    This screen is very interesting. The building in the background is nicely detailed. Replace the brownish stone texture, it does not fit the color pallete and is easily recognizable. The grass texture needs detail sprites, I don't know how to do them but I think there's a tutorial on interlopers. And again, do lightmap tweaks.

    http://www.nidvardir.com/images/beta/pv ... j30009.jpg

    Another very nice area. My only complaint is the wood texture that looks a bit off the theme. Maybe it's too clean ? I don't know, try some different textures or add some detail to the floor.

    http://www.nidvardir.com/images/beta/pv ... j30010.jpg

    This area looks cool at first but a bit flat on second glance. Again, add trims to the walls. Some colums and windows (if they make sense) would also help. The displacement alpha has a minor issue, the rock is visible on the top side, which does not make sense (on the left of the screen). You could add some foliage here and there as well.

    http://www.nidvardir.com/images/beta/pv ... j30011.jpg

    This screenshot has a very nice height variation. Again, that brownish stone texture needs to be replaced. Lightmap tweaks and stains to the windows again.

    One thing that really bothers me in this screen is the wooden floor. Use some stone instead (maybe with an alpha layer so you can add some grass to the sides ? Would look sweet).

    The rock on the right-bottom corner of the screen needs some work as well. The rock is visible on the top side.

    http://www.nidvardir.com/images/beta/pv ... j30012.jpg

    ok That's it, I hope you understand my crappy english. If you don't understand a thing let me know

    Keep up the good work mate.

  • Skjalg
    • October 13, 2006 at 11:17 PM
    • #57

    this is excellent feedback! thank you very much

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