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Posted

Well I'm not sure why the skybox looks so blurry. HL2 skyboxes are 512x512 yet they look a lot sharper than that. Can't you just place some moving clouds to hide the blurriness in the skybox then ?

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Posted

You can always use an high-res skybox from anywhere you can find on the internets, and give it a reddish/brownish tint on PS.

That one definitely looks low res and blurry.

So dude, how's the editor doing? Lots of crashs?

What's your specs btw? I heard microsoft did a terrible job porting the game to PC, and this game runs at terrible low fps on "standard" machines

Posted

The sky is a dome with a 2048 texture I believe, where as half life uses 6 times a 512 tex for a cube, no?

The blurryness of the sky is hidden quite well ingame because of the depth of field, so perhaps I should add a more drastic DOF to hide the blurryness...

Ill repaint the bottom of it anyhow, Ill see if I can try and get a bit of red or orange glow near the horizon, and perhaps experiment with the yellow imulsion lava at the bottom.

Ill rotate the tex on the front of the house.

The game itself runs great for me, but the editor does crash A LOT. Worst UE3 build Ive used...

The game runs really well without any slow downs while the UT3 demo didnt perform all too hot for me. I run 4GB Ram, Intel Quad 6700, but a weak GF7800GT.

Posted

The blurryness of the sky is hidden quite well ingame because of the depth of field, so perhaps I should add a more drastic DOF to hide the blurryness...

I guess that's what's great about next-gen, hun? :P

Posted

I took a two day break to actually play GOW, nice game, loving the style, and continued on the level today.

Redid the entire central hallway as it was too inconsistent plus polished up a side room. Only things left now are a small staircase that needs detail, and mirroring the two side rooms to the other side of the estate. Im done after that and will move on to gameplay and visual polish.

spire8.jpg

spire9.jpg

spire10.jpg

Posted

goddamn I need to hurry up and get this game and dive into the editor. love those assets :)

Love what you're doing with that main hallway, looks like the future home of some fun firefights and it's off-the chart as far as detail, but in a pretty nice cohesive way.

I agree with [HP] that it's a little too much on the brown side, I recall the homey environments in Gears having a bit more of a blueish green tint, though the map I'm thinking of was also in a night rainy setting. Nothing some extra lighting love and/or post-processing passes can't fix, though :) the lighting that is there is really functional and highlights the paths pretty well.

What bugs me the most in that second shot is the pillar in front of that arch at the far end of the hallway. It blocks what I think would be a badass visual feature. the way I actually saw it at first I thought there was a solid block of something at the top of the stairs for cover from anyone coming in from over there, but I think that's just floor detail tricking me. Might be something to try, though.

Did I mention I love these assets? :)

Posted

Yeah its the editor viewport, it previews it exactly like in the game.

Im working on an 100 percent custom map for UT3, but its a bit too much work to make absolutely every level fully custom. I cant compete with these GOW assets anyhow.

I removed the pillar at the end of the hallway. and there is a block next to the pillar :)

Color is difficult as every color looks cool in some angle:/

Its easy to alter through post processing so Im not too worried though.

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