popcornjake Posted May 26, 2009 Report Posted May 26, 2009 You could always just make your own sprite that has two suns on it and just tell the env_sun to use that. Quote
Skjalg Posted May 26, 2009 Report Posted May 26, 2009 Why does both suns need to be visible at the same time? I mean, why cant there be one night-time sun and one day-time sun, and around noon only one is visible? Quote
DvS Posted May 26, 2009 Report Posted May 26, 2009 Why does both suns need to be visible at the same time? I mean, why cant there be one night-time sun and one day-time sun, and around noon only one is visible? I see you have not dealt with star wars nerds before... you are forgiven. Quote
JeanPaul Posted May 26, 2009 Report Posted May 26, 2009 That looks amazing, nice job. Question though, how the hell did you get that 'super bright' foggy look in the outdoor areas? And from what I can see, its no in indoor areas? (second to last shot) I need to know, NOW Quote
OhSnap Posted May 27, 2009 Report Posted May 27, 2009 Why does both suns need to be visible at the same time? I mean, why cant there be one night-time sun and one day-time sun, and around noon only one is visible? Pretty sure the only way that's possible is for the planet to be between the two stars of a binary star system (which would mean the planet would be ripped to shreds from the dual gravity fields) Has nothing to do with star wars, thats just how binary star systems work.... Quote
penE Posted May 27, 2009 Report Posted May 27, 2009 That looks amazing, nice job. Question though, how the hell did you get that 'super bright' foggy look in the outdoor areas? And from what I can see, its no in indoor areas? (second to last shot) I need to know, NOW thx , I've created that effect via fog_controller + color correction. For the indoor areas I've triggered another fog_controller (onstartTouch !activator SetFogController with the fog_controller name as the parameter). Quote
Corwin Posted May 27, 2009 Report Posted May 27, 2009 Here's a second 3D Studio Max model for my Crysis level. I can't create textures to save my life, so finishing it is going to be hell. BTW, I have troubles transfering meshes into Sandbox2 without screwing my UVW Maps. I haven't learnt about UVW Unwrap yet, and don't think I need it since it's just about applying a brick texture onto a surface. But when in Sandbox, the materials are messed up and I have to set new tiling parameters for every sub-material, that make me loose most of the alignments and positions. Anybody know anything about the right way to setup a texture in 3DS so it doesn't change through the export? Quote
-HP- Posted May 27, 2009 Report Posted May 27, 2009 Don't postpone on UVW unwrapping, learn it now if you want to be a decent 3D artist mate! :wink: Quote
Corwin Posted May 27, 2009 Report Posted May 27, 2009 ":3v4x6g61]Don't postpone on UVW unwrapping, learn it now if you want to be a decent 3D artist mate! :wink: Heh, that's the thing, I don't! I just need these models done because of the gameplay I can script around them, but the texturing will be basic because of my poor skills in that area and that's ok, I don't have time right now to become an artist and a designer at once; so I'll just learn the artistic tricks I need along the way. That said, if it's the only way I can get the textures to fit the surfaces like I want them to, I'll look into it sooner than I thought. Quote
Buddy Posted May 27, 2009 Report Posted May 27, 2009 Yeah learn uv mapping if you want to be as decent artist as Helder Pinto is. you'd be better off skipping this if you think about it. Quote
e-freak Posted May 27, 2009 Report Posted May 27, 2009 you don't need no big uv-mapping skills for this kind of building if you're afraid of it. just get some nice 512² tiling surfaces for what you need, crop them to one image (one 2048² splitted in 4 for example) and just position the uv-coordinates of your faces in the fitting part. That's not too much, you don't have to worry about anything and it will give you a decent enough result, working in max and cryengine. Quote
Marcos Posted May 27, 2009 Author Report Posted May 27, 2009 Wow stunning stuff here guys! Nice to see some new folks too Quote
tofu Posted May 28, 2009 Report Posted May 28, 2009 Can anyone recommend UV newb mapping resources? Been delaying learning max for far too long, done a bit of the old back and forth whilst forgetting what you've learned the first time, has to stop :ssj: Quote
JeanPaul Posted May 28, 2009 Report Posted May 28, 2009 If I were you tofo, I would work on finishing a final version of great heights in hope that it gets picked for Valve's next update Quote
Campaignjunkie Posted May 30, 2009 Report Posted May 30, 2009 (There's some really weird shaking going on that I don't understand, but I'm too lazy to troubleshoot it. I guess he's just feels really really cold and he's shivering.) Getting all my publicity stuff together, then going to start semi-episodic release (each week for 3 weeks?) starting about midway through June, once E3 is over and the blogs will actually care enough to post about some crappy HL2 mod some guy made. Quote
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