misterbister Posted January 2, 2006 Report Posted January 2, 2006 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. Quote
R_Yell Posted January 2, 2006 Author Report Posted January 2, 2006 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 Quote
R_Yell Posted January 7, 2006 Author Report Posted January 7, 2006 This is a reworked mission façade I also want to make sides less repetitive. Quote
Bic-B@ll Posted January 8, 2006 Report Posted January 8, 2006 i like it, although you should make each square on the front extend out a little bit to give it a more 3d look, and maybe make the second square have a rounded top with a funky something at the top, just to keep things pretty Quote
Grinwhrl Posted January 8, 2006 Report Posted January 8, 2006 looks excelent, and each square is out to give it a 3d look Quote
Bic-B@ll Posted January 8, 2006 Report Posted January 8, 2006 not the square itself, but the level inside Quote
Irish Posted January 11, 2006 Report Posted January 11, 2006 BETA :roll: ? I don't think the mods been released yet This is a map I'm making for a mod called Wanted: Outlaws&Lawmen. Quote
R_Yell Posted January 11, 2006 Author Report Posted January 11, 2006 Yes, not public release yet. I have created a new set of materials, hope you like the new terrain (I keep working on it): I'll start soon with mountains texture, actual would be some kind of base texture. Quote
Schmung Posted January 11, 2006 Report Posted January 11, 2006 Much bettar. Riverbed is loverly. Rocks still look too smotoh and rather un-rocklike though. Love how the skybox merges though. Keep up the good work! Quote
R_Yell Posted January 11, 2006 Author Report Posted January 11, 2006 Rocks aren't so smooth in close view, as you can see here: 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) Quote
R_Yell Posted January 11, 2006 Author Report Posted January 11, 2006 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: 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. Quote
Schmung Posted January 11, 2006 Report Posted January 11, 2006 Sorry, I meant the texture, not the actual geometry. Quote
R_Yell Posted January 11, 2006 Author Report Posted January 11, 2006 Do you see the rock texture in the close view smooth and unrock-like? Hmm, How hard you are 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. Quote
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