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FF_Flare

  • BlisTer
  • January 25, 2007 at 8:14 PM
  • FrieChamp
    • January 26, 2007 at 10:59 PM
    • #21

    The first 3 shots look very good, but in the 4th one I think you went a bit overboard with those funky, brush made column/support structures. It looks like you added them for cosmetics but they rather hurt the look, because they are not only made of brushes but look poorly built too. I would get rid of them completely and use the freed ressources to spend detail on the rest of that fortress front. Some texture variation also wouldn't hurt there, too much concrete..

    Just my 2 cents..and as I said - rest looks really good!

  • theangriestbadger
    • January 27, 2007 at 3:10 AM
    • #22

    It looks very nice, but I also think the lighting needs something. I think the red and blue look good actually, its the white/yellow lighting which bugs me. It looks very washed out and bland compared to the strength of the red and blue.

    I'd consider making it a bit of a warmer yellow colour perhaps, or at least some random experimentation with it to see what happens

  • own3d
    • January 29, 2007 at 10:01 PM
    • #23

    I ran this on wine (DX8.1) at max detail and was still getting ~100 fps in the yard. Inside at the top near what I presume is the cap point that it slows to about 40 fps. I have a load of bugs and suggestions too many to post here I will make them up into a zip and pm you in a few days (there's quite a lot)

    Edit:

    I noticed you have a player clip in the sky at a diagonal its quite irritating when concing it doesn't give you the freedom to move as much

  • BlisTer
    • February 2, 2007 at 5:32 PM
    • #24

    Beta 5 is up for download. A few minor alterations here and there, mostly to the yard and flagroom:

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_1.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_2.jpg]

    I also changed the blue light color somewhat. I kinda like it but i'm having doubts about the purple base color it's casting:

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_3.jpg]

    [Blocked Image: http://users.pandora.be/storage_dv/ff_flare_b-5_4.jpg]

    comments are appreciated

  • Rick_D
    • February 2, 2007 at 6:33 PM
    • #25

    You should use models instead of all that brush-based stuff.

    Plus I don't think you did anything with that big slab of concrete out on the front?

  • BlisTer
    • February 2, 2007 at 7:35 PM
    • #26

    this is just another way to mask a vis blocker. 90% think it's well executed anyway.

    The func details are there now. They allowed me to be very flexible, they do the job aesthetically and since they only have 4 faces performance is good. i see no reason for them to be replaced.

  • own3d
    • February 2, 2007 at 10:09 PM
    • #27

    Keeping the visblocking brushes, would it be possible to create smooth displacement curves instead of the mostly flat brushes currently? When I say this I mean does the engine make it possible without spending 2 weeks solidly on it manipulating each vertex individually?

    (talking about the yard here)

  • von*ferret
    • February 3, 2007 at 7:48 AM
    • #28

    hammer would benefit greatly from using a patch mesh techonolgy similar to radiants. COuld probably use the terrain sculpting tech

  • own3d
    • February 7, 2007 at 4:07 PM
    • #29

    Displacements can do many things the trouble is you need a lot of time to get a nice result for something complex.

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