Jump to content
Sign in to follow this  
R_Yell

[WIP] Presidio

Recommended Posts

Its a pretty good idea i think, however right now it feels too barren. Add more cactuses and stuff. Props here and there would be nice aswell.

I agree with those saying the rocks look too smooth.

Maybe you should replace the ground texture with something more interesting?

Right now both the mountains and the ground have the same colour, and that just adds to the empty feeling.

Judging by the pics of the area, the ground looks alot brighter than the mountains around it.

Share this post


Link to post
Share on other sites

nice stuff r_yell . makes me happy and somewhat tingly inside..... mostly tingly ......

thx general!

If you haven't already, put an env_fogcontroller in your level. With it, along with fog, you can set a "Maximum Viewable Distance" that VIS will use. It's pretty handy when used together with fog; virtually unnoticeable at times.

I used that method in some open range maps, but this one uses a more sophisticated design, so I think that will not be needed. But as I said, isn't easy to optimice leafs vis. Thx anyway.

I agree with those saying the rocks look too smooth.

Maybe you should replace the ground texture with something more interesting?

I'm not satisfied at all with ground texture, but haven't found yet a good replacement. Rocks aren't finished, I guarantee better looking rocks or I'll refund your money :D

Share this post


Link to post
Share on other sites

Yes, not public release yet.

I have created a new set of materials, hope you like the new terrain (I keep working on it):

lostvalley01259pr.th.jpg lostvalley01245lu.th.jpg

I'll start soon with mountains texture, actual would be some kind of base texture.

Share this post


Link to post
Share on other sites

Rocks aren't so smooth in close view, as you can see here:

lostvalley01199km.th.jpg

But IMO no miracles can be made with this mesh, so I would need to add custom rock models (like far cry maps, to put in perspective)

lostvalley01260ml.th.jpg

Share this post


Link to post
Share on other sites

Yes, there is a complex caves system that comunicates 3 exterior sides with church's inside, creating an alternative flow inside-outside. Hope can be seen here:

lostvalley01272hc.th.jpg

Think I'm the first doing such complex one single mesh map in source engine. There are nodraws to hide visibility, but thats fast compile.

Share this post


Link to post
Share on other sites

Do you see the rock texture in the close view smooth and unrock-like? Hmm, How hard you are :D Maybe I'm gonna try to model a normal map in XSI, but doubt result would be much better than that, because that kind of bumps reinforce texture tiling.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...