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Posted

hmm well you could try making terrain meshes over the walls, align the textures, and get some variation. Chamfer the edges of all your doors so they catch highlights from the light. Support beams would help. Maybe extrusionis for your lamps. Little stuff like that! Its a great start, just keep pushing it.

I tried making terrain meshes (you mean displacement maps, right?), but that just looked weird on that texture...

I'll definatly do something to those torches yes, and chamfer the edges around that door is a great idea (its actually one of the few doors that doesnt have it).

Thanks for the tips^^

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Posted

IMHO the stones in the walls look a bit too 'busy', I would like to see it with a touch less contrast in the stones, but thats really a nitpick, it looks rather good. It seems a bit odd to my eye that the trim about halfway up the walls curves around the bends in the wall, if you know what I mean. I think the tiling of the trim should stop at a corner, hard to explain... Basically each 'block' of the trim should be flat, shouldn't curve.

I love trim on the walls of hte outside of the castle, the saw-blade lookin parts. The flag poles look excessively thick, I'd either make a bigger flag or smaller pole.

Posted

That hole in the floor being right in the middle of the room looks really fake to me. Looking suitably grand outside but I think there's a little too much reliance on a single texture out there and it could do with more variety. The wood texture on that arch beam in the third shot should also be replaced as it looks extremely bland and cartoony when compared to the rather "busy" looking stone walls.

Posted

That hole in the floor being right in the middle of the room looks really fake to me. Looking suitably grand outside but I think there's a little too much reliance on a single texture out there and it could do with more variety. The wood texture on that arch beam in the third shot should also be replaced as it looks extremely bland and cartoony when compared to the rather "busy" looking stone walls.

I agree on all accounts, already changed the texture on that woodbeam, And I think i got a good idea when it comes to the hole in the floor too.

I'll see what I can do about breaking everything up more.

i really like the first shot there skjalg :D

perhaps just some more hanging vines on the walls would be sweet. It's really good with that roof color breaking up all the wall colours good.

Thanks dude, I've tried to do the hanging vines thing, but it all looked so fake :(

I really need someone with textures skills with me on this map...

Posted

yea, but it looks fake :P (and theres only 2-3 different vines that i can use).

The mod is hl, or our content only. So i cant use the ones from dod or any other official or unofficial mod :P

Vines integrated into the texture also looks better ;)

Posted

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I just can't seem to figure out why I get this problem, you can clearly see the difference between the 3d skybox and the map :/

(I have a fog set in the 3d skybox, but not in the map. I tried it with a fog in just the map and that didnt work, then with fog in both and that didnt work either. And yes, fog is set to blend.)

Anyone else get this?

Posted

I just can't seem to figure out why I get this problem, you can clearly see the difference between the 3d skybox and the map :/

(I have a fog set in the 3d skybox, but not in the map. I tried it with a fog in just the map and that didnt work, then with fog in both and that didnt work either. And yes, fog is set to blend.)

Anyone else get this?

I think this is because the water and skybox-water are using different cubemaps. You can force cubemaps to apply to specific faces so try doing that. :o

Posted

didn't seem to work :/

Thanks guys, ill test more..

edit, after making a testmap and compiling every little change i did (adding entites this and there), I finally managed to solve the problem!

nature/water_lowdirty001 is borked!

It worked when i changed the water texture :)

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