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(07-03-2012, 07:02 AM)Maddin Wrote: testing...
looking nice ... I like the setting too ... however the grass looks to fakeish ... my suggestion
your grass images are like this |||||||||||||||
with grass so solid like that it is easy to see that it is on a flat plane ...
why not lower the amount of grass on the images
so it is like || || || || | |
... then add more grass meshes so that the thickness doesn't change
do remember that "xonotic is fast paced" is only an excuse for pro players who are good at moving fast ... slower moving noobs will see graphical things more
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07-04-2012, 04:57 AM
(This post was last modified: 07-04-2012, 04:59 AM by MirceaKitsune.)
(06-29-2012, 11:36 PM)tZork Wrote:
... I think I love you That's just awesome... great quality too. Already feels like it's gonna be one of the best maps. Oh please let it become an official map (I have to test it first before I can say though). Is there a link available for this version? I'm not seeing it on autobuild bsp.
(07-03-2012, 07:02 AM)Maddin Wrote: testing...
And love you too :3 Really nicely done, from a distance those look almost perfectly real.
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(07-03-2012, 07:02 AM)Maddin Wrote: testing...
Is that in DarkPlaces? =o
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Stop quoting the whole message all over the place, these images are everywhere and I don't know where your repiles are
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07-04-2012, 05:00 AM
(This post was last modified: 07-04-2012, 05:02 AM by Archer.)
(06-29-2012, 11:36 PM)tZork Wrote: http://i.imgur.com/1nsIfl.jpg
I love the looks of it, kinda makes me think of tribes.
One question though; that rock at the left, somewhere in the middle.. Is it possible to make it blend in with the terrain?
EDIT: Woops, sorry Mr. Bougo, turned it into a link now
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My bad, will remember not to again (the image seemed small otherwise I don't quote). But yes, that's really awesome and I hope it will be an official map eventually.
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Don't know if is a good idea to add those shadows...
(07-03-2012, 10:07 AM)tZork Wrote: Im using vertex paint blending, yes. The process is fairly straight forward, once you know all the quirks and caves. Once im done with that map i think ill make a mini howto around the more interesting subjects / topics related to it.
Yes, please.
somewhere
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:O It IS a good idea to add these shadows, monad. ... imo
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Nice map. And agreed on the shadows, very nice looking.
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Looks very atmospheric and as many of you know... I LIKE ATMOSPHERE!
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After playing Half Life 2 again I found out how they did make the grass. A simple fall off to the alpha channel of the texture reduces the clipping. I also paid attention that the meshes don´t sink into the ground and cause clipping again. Aaand I modified the grass mesh that it looks more natural.
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(07-05-2012, 06:17 AM)Maddin Wrote: After playing Half Life 2 again I found out how they did make the grass. A simple fall off to the alpha channel of the texture reduces the clipping. I also paid attention that the meshes don´t sink into the ground and cause clipping again. Aaand I modified the grass mesh that it looks more natural.
http://desmond.imageshack.us/Himg36/scaled.php?server=36&filename=xonotic2012070513115900.jpg&res=landing
It looks much better now, no rough clipping
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Another prop:
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(07-05-2012, 08:23 AM)Maddin Wrote: Another prop:
http://desmond.imageshack.us/Himg820/scaled.php?server=820&filename=xonotic2012070515215500.jpg&res=landing
What about not using just one plane, but using several planes grouped with different grass textures crossed with each other?
Like three for example, each with an angle of 120 degrees difference, so you'll get this *
Just trying to help improving the awesomeness
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This does highly increase the amount of polygons (ugh, bad) and also looks unnatural. The grass in the map Solarium uses this method and it really doesn´t look that good nor is the performance the best.
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Yeah, Solarium's grass has annoying triangles on top as well and looks pretty fake imo.
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Solarium is a box map, needs unboxing for better performance.
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07-05-2012, 10:00 AM
(This post was last modified: 07-05-2012, 10:00 AM by Archer.)
Ah okay, I was just wondering
I guess it's better to stick with single planes then.
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super-mega-pre-alpha-not-yet-finished-and-still-very-wip-needs-lots-of-fixes map
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(07-05-2012, 10:17 AM)Maddin Wrote: super-mega-pre-alpha-not-yet-finished-and-still-very-wip-needs-lots-of-fixes map
http://desmond.imageshack.us/Himg254/scaled.php?server=254&filename=xonotic2012070517141400.jpg&res=landing
Dude.... Mind = blown
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Impressive!
"One should strive to achieve; not sit in bitter regret."
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(07-04-2012, 05:00 AM)Archer Wrote: ...
One question though; that rock at the left, somewhere in the middle.. Is it possible to make it blend in with the terrain?
...
Possible, sure. But im not totally sure where i want them in the final design, so ill just leave them separate for now (blending requires the mesh to be seamless)
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Vertex blending is cool, isn't tZork?
Link for everybody now:
http://www.bakdesign.net/tm/tutorial/3ds...orial.html
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(07-04-2012, 05:15 PM)monad Wrote: Don't know if is a good idea to add those shadows... Looks good to me!
Quote: (07-03-2012, 10:07 AM)tZork Wrote: ...
Once im done with that map i think ill make a mini howto around the more interesting subjects / topics related to it.
Yes, please. As the map itself looks like it will take 'some time' :S i decided to go ahead and make that tutorial now, here you go: http://forums.xonotic.org/showthread.php?tid=3237
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