SamCom Posted May 22, 2013 Report Posted May 22, 2013 How are you doing the grass? Detail objects? Or prop_statics? That mountain adds a lot to that scene, the scale's really nice. Quote
Squad Posted May 22, 2013 Report Posted May 22, 2013 It's hard to put grass in this game Looks a bit like 'swampy' grass, maybe it'll look better if you put it in a puddle? Also I put a MOUNTAIN Nice Is it a model? Quote
ElectroSheep Posted May 22, 2013 Author Report Posted May 22, 2013 Yeah, just some curved planes with a scrolling fog in front of them. Quote
leplubodeslapin Posted May 23, 2013 Report Posted May 23, 2013 Try to color the prop_static for something darker, maybe it can fix the horrible texture of this grass model. Really nice mountain, love it too Quote
ElectroSheep Posted May 23, 2013 Author Report Posted May 23, 2013 Yeah, I tried this but hard to find the good color. Also I wondering if changing the color of a props static is making it more expensive because I'm using it a lot and the budget of static props is incrédibly high (but I didn't work on fade distance yet) or it's just because a lot have alpha (foliages and shit). Today I reworked the cliff texture and made some new foliages with existing textures : El Moroes and Nexusdog 2 Quote
Vilham Posted May 23, 2013 Report Posted May 23, 2013 foliage is expensive in source. My DOD:S map used shit loads which was dropping the frames significantly, I eventually found a different bush model that massively helped. Quote
Squad Posted May 23, 2013 Report Posted May 23, 2013 I'm not sure how Robert Briscoe pulled it of in de_forest, but he somehow created his own foliage system. Here's what he said about it on his site: Once this stage was completed I spent many months creating an extremely efficient tree and foliage system to run well on the Source engine over a wide array of PC systems. Maybe get in touch with him? Quote
ElectroSheep Posted May 23, 2013 Author Report Posted May 23, 2013 I can ask him but If I'm putting a bit more work in fade distance, this will help. I need to check what models don't cast dynamic shadow to set it off when needed (because the dynamic shadow use the alpha of each foliage prop) Quote
ElectroSheep Posted May 24, 2013 Author Report Posted May 24, 2013 Wow, fps raised from 75 to 160 in one place without the dynamic shadow, worst than expected. Quote
ElectroSheep Posted May 28, 2013 Author Report Posted May 28, 2013 Okay serious shit !! I have now all the map done and I just need to retake a bit some old place to make them better and a lot of framerate work to do + clipping and shit and bam ! Hope this will be good. I have also an idea of new path between A and Mid, I want to test it soon Screenshots : Minos, TermInator525, iwxanthi and 13 others 16 Quote
selmitto Posted May 29, 2013 Report Posted May 29, 2013 dat rainbow looking even better every time you update it. gj man! Quote
FMPONE Posted May 29, 2013 Report Posted May 29, 2013 epic. readability might still be an issue but damn if it isn't sexy! Quote
Wail Posted May 29, 2013 Report Posted May 29, 2013 epic. readability might still be an issue but damn if it isn't sexy! I was thinking the same thing. Damn sexy, but worried about being able to pick out people. Quote
El Moroes Posted May 29, 2013 Report Posted May 29, 2013 (edited) I have also an idea of new path between A and Mid, I want to test it soon Before making a new path, test your map with other guys because it seems it has already a lots of ways ! I also think it still too dark in some place, perhaps you should increase your ambient light intensity. Anyway, you did a great job ! Edited May 29, 2013 by moroes Quote
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