Rick_D Posted June 14, 2007 Report Posted June 14, 2007 Thanks for the crit rick_d in your own special way and the kind honest words all :3 mapcore <3 xD I mean it's really nice, don't let me take that away from you <3 Quote
Quakis Posted June 15, 2007 Report Posted June 15, 2007 Small, random project I started set inside this coach. Quote
Grinwhrl Posted June 15, 2007 Report Posted June 15, 2007 Why do you still work with such old stuff? I never crit cause its so old tec, blocky and boring. Sorry man I just want to know whats the point? Your damn good at it, but I would like to see your talents on something new and cool. Quote
ElecHeadMatt Posted June 15, 2007 Report Posted June 15, 2007 Here's a little gif of a waterfall effect I've been working on for that black and white Source project I've shown. No custom props or anything, just an animated texture I put together in After Effects slapped onto a displacement. Nothing amazing, but it gets the point across. I'd love to do some refraction in there, but I dont think the refraction shader supports transparency does it? I've already got some ideas to throw in there to supplement the whole effect. Quote
Furyo Posted June 15, 2007 Report Posted June 15, 2007 We had to code a brand new shader for our waterfalls in Dark Messiah X360, don't even get me started on those Quote
Remonttimies Posted June 15, 2007 Report Posted June 15, 2007 I'd love to do some refraction in there, but I dont think the refraction shader supports transparency does it? I've already got some ideas to throw in there to supplement the whole effect. Refraction is transparent. Look at this texture I made some time ago: Quote
Zacker Posted June 15, 2007 Report Posted June 15, 2007 In regards to waterfalls you will get a long way with some good animated textures and particle effects. Quote
NykO18 Posted June 15, 2007 Report Posted June 15, 2007 A friend of me made a moving refraction shader (just like moving water) blended with a whitish-water texture. When blended together to add white effects when the water accelerates and with translucency on the edges of the waterfall, that was SO awesome. Now this friend left everything internet-related behind him and i lost this texture Quote
Quakis Posted June 16, 2007 Report Posted June 16, 2007 Why do you still work with such old stuff? I never crit cause its so old tec, blocky and boring. Sorry man I just want to know whats the point? Your damn good at it, but I would like to see your talents on something new and cool. I have so many reasons for this but I'll mention some of the major ones. Firstly Duke3D with the port Eduke32 is easy to mod for either 8bit or 32bit based projects. Creating maps, importing, and coding aren't entirely difficult once you get the hang of it, and with 32bit I could make a mod look like Half Life (excluding dynamic lighting) if I wanted to. I can create what I have on mind, be it a map, mod or a simple scene without any difficulty. With newer engines I'm going to have to learn a new editor from the ground up, and be expected to make higher quality resources, this goes onto my second point. I have a choice of a few newer engines/editors. Most noticably - Source, ID Tech and Unreal Engine. I've messed around with Hammer 4 several times but the input/output system is different than what I did when working with Hammer 3.5 and require me to relearn gameplay editing. Gave d3radiant a go but wasn't interested in working on ID Tech 4 based engines. Hate UnrealED unfortunately since it's a good engine - but since we're speaking new tech then thats mapping for either UT2K4 or UT3. I have no interest in multiplayer based games. That leaves me with Source, but I find brush based editor a pain at times also. I have my engine picked out, but I can't exactly make something from my mind without new content. City and Combine based maps can be created, which is a step down from the variety of themes I could do with Half Life's textures. I've experimented with doing something new with the textures but no go. So that leaves me making new content, which would take longer to put together since the expected quality would be higher. I'm still no good at making high resolution textures, let alone stuff I'd like to make in my idea. Then there is HL2's really bland enemy selection to choose from. I've played several singleplayer mods and this kills them making them bland and boring for me. That now means I'd have to learn coding and character modelling / animation. Yeah it'd be worthwhile having all those skills at top notch but that'd take a few years to perfect. I've only recently managed to get as far I have with Duke3D, and I could do the same with Source / #insert engine here to find out I'm behind again? Thats what I love about modding with the Build Engine + Eduke32 port. Easy, fast and I know how to go about doing what I want. Sure it would be great to move to a newer engine since there's somethings I want to do not possible in Eduke32 without pieces in that engine being rewritten which TerminX doesn't really want to do. I don't have the time and patience to learn all the above some more to create some of my concepts and ideas. I've started using newer engines too late. I have no interest in multiplayer, and I don't work well in a team - I prefer to do things solo. Mapping, coding, graphics, modelling... too much for newer engine, but the stakes are lower for Duke modding. What's the point? I enjoy working with the Build engine + Eduke32 port. [/rant] Quote
JeanPaul Posted June 16, 2007 Report Posted June 16, 2007 More like [/excuses] or even [/Doesnt have ability to use new editors] but definitely not [/rant] Quote
Quakis Posted June 16, 2007 Report Posted June 16, 2007 I don't have the ablity to! Therefore I agree with you then, no need to argue with that so I guess that's put aside then. :roll: I really don't see the problem either way. Quote
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