this would look even more sexier with a very cool dusk or dawn sky :]
then you could use more of those lamps and get a more uneven lighting
this would look even more sexier with a very cool dusk or dawn sky :]
then you could use more of those lamps and get a more uneven lighting
i think it looks awfully sexy!
Quote from MazyI'm a huge Battlefield fan, but this one doesn't do anything for me. I think the entire thing is really messed up and doesn't feel very thought through, and in general it feels more like something that could've been an addon for BF2 than an actual stand alone game.I think them going Sci-fi could be cool, but this just doesnt do it.
But I'm gonna play it some more before I totally make up my mind.
Once again, Mazy hits the nail on its head ![]()
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
haha Hessi, his waterfall owns yours ;D
Quote from Meotwisterthe 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^^
ive started working more on the outides now, kind of fed up with the insides ;P
i guess you should up the value in the distance for the smoke ![]()
Keep it,just not so much^^
congrats dude, and GL ![]()
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 ![]()
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?
thanks Rick!! ![]()
I'll try that Meotwister, thanks^^
yea, but it looks fake
(and theres only 2-3 different vines that i can use).
The mod is hl, or our content only. So i cant use the ones from dod or any other official or unofficial mod ![]()
Vines integrated into the texture also looks better ![]()
Quote from ReNoThat hole in the floor being right in the middle of the room looks really fake to me. Looking suitably grand outside but I think there's a little too much reliance on a single texture out there and it could do with more variety. The wood texture on that arch beam in the third shot should also be replaced as it looks extremely bland and cartoony when compared to the rather "busy" looking stone walls.
I agree on all accounts, already changed the texture on that woodbeam, And I think i got a good idea when it comes to the hole in the floor too.
I'll see what I can do about breaking everything up more.
Quote from PhilipKi really like the first shot there skjalg
perhaps just some more hanging vines on the walls would be sweet. It's really good with that roof color breaking up all the wall colours good.
Thanks dude, I've tried to do the hanging vines thing, but it all looked so fake ![]()
I really need someone with textures skills with me on this map...
Fresh pictures;
Quote from von*ferrethmm well you could try making terrain meshes over the walls, align the textures, and get some variation. Chamfer the edges of all your doors so they catch highlights from the light. Support beams would help. Maybe extrusionis for your lamps. Little stuff like that! Its a great start, just keep pushing it.
I tried making terrain meshes (you mean displacement maps, right?), but that just looked weird on that texture...
I'll definatly do something to those torches yes, and chamfer the edges around that door is a great idea (its actually one of the few doors that doesnt have it).
Thanks for the tips^^
Quote from von*ferretwalls still lack depth. I'd almost go for a harsher contrasting light setup then the nice soft shadows source does.
You have no idea how much I've struggled with this, normal maps in hl2 really isnt that great (works for small bumps, but thats it), only option I have is to change the textures alltogether or model most of the walls (a combination would probably be best).
But I think its easier if I just stick with what I got^^
Or is it really awful and painfully obvious that the walls lack depth?
It's not dead \o/
After a busy summer I started up on the map again with fresh ideas and all that...
I did a little compile of one part of the map;
The old piratestart, touched up a little;
[Blocked Image: http://www.nidvardir.com/images/pvk_fort_mj20000.jpg]
Same place, at another angle.. the two torches there might be a little too yellow still-.-
[Blocked Image: http://www.nidvardir.com/images/pvk_fort_mj20002.jpg]
its not supposed to end at the back there, it really goes into another hallway that turns left, I just cut of the map there for this testcompile..
[Blocked Image: http://www.nidvardir.com/images/pvk_fort_mj20005.jpg]
Thanks to insta and phill for helping me^^