Nature Temple (Part 2)
- GTD-Carthage
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Post Posted: 12 Nov 2007, 22:22
BSP Terrain ---> Rotate surfaces to be planar with horizontal axis + Align to Floor Fastest and prettiest way *I* know to do it. And I agree with UBerserker - those waterfalls could do better. Since you're gonna have some rocks anyway, crowding the waterfall's top with rocks will make it look more like water forcefully gushing out waterfall-style. And try making the waterfall into a curve.
- Derdak2rot
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Post Posted: 12 Nov 2007, 23:03
i think you can go for little more details there , like adding more mountain shapes and stuff in the distance
also , such waterfall sheets looks not that great imo , make a proper 3d waterfall with help of 2d shape editor and add curves to it and deepness
also , such waterfall sheets looks not that great imo , make a proper 3d waterfall with help of 2d shape editor and add curves to it and deepness
- Ultimate Weasel
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Post Posted: 13 Nov 2007, 16:35
It may also wipe away that awful smell of your armor that warns the Skaarj of your presence, even if you crouch and are behind them.Jethro wrote:Rarsonic wrote:where you can have a shower at.
New feature?
It could make you less visible.
- Turboman
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Post Posted: 13 Nov 2007, 17:26
i like the subtle waterfall streams idea alot! but the big problem is that you use the same waterfall texture 3 times all scale differently, it looks sorta stupid that way.
i'd opt with Derdak2rot's idea, try working with other methods of creating a waterfall, imo multiple smaller waterfalls are so much cooler then one big massive one
i'd opt with Derdak2rot's idea, try working with other methods of creating a waterfall, imo multiple smaller waterfalls are so much cooler then one big massive one
- Rarsonic
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Post Posted: 07 Dec 2007, 18:53
Hmmm...
I'm currently having a pair or three problems on my computer (but NT is safe, don't worry) so the development process is a bit stuck, right now.
I have edited the first post to put the summary of the map with little things changed (for example, the Sky Castle, being too "artificial" has been replaced by the weird world).
And in the meanwhile I'll think about what to do with the waterfall.
I'm currently having a pair or three problems on my computer (but NT is safe, don't worry) so the development process is a bit stuck, right now.
I have edited the first post to put the summary of the map with little things changed (for example, the Sky Castle, being too "artificial" has been replaced by the weird world).
And in the meanwhile I'll think about what to do with the waterfall.
- Rarsonic
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Post Posted: 17 Jan 2008, 20:41
"Stupid" question:
How does your amout of RAM affect the BSP rebuild? I had to downgrade my memory from 512 to 256 Mb (but I'll get a fairly new computer soon) and I am a bit afraid to know what is going to happen with Nature Temple, which will relies on lots of terrain.
How does your amout of RAM affect the BSP rebuild? I had to downgrade my memory from 512 to 256 Mb (but I'll get a fairly new computer soon) and I am a bit afraid to know what is going to happen with Nature Temple, which will relies on lots of terrain.
- Buff Skeleton
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Post Posted: 17 Jan 2008, 23:12
If I were you, I would make all of the terrain in the map out of tessellated cubes and triangulated sheets. This way, you can shape parts of the rock to make as elaborate of a waterfall as you want, and just link a bunch of triangulated sheets together to fit over the rock terrain bits to make realistic looking waterfalls and an eroded-rock effect. There's tons more stuff you can do with tessellation, too.
If you want, I'll make a quick demo of some rocky cliffs with waterfalls and upload it, including the basic starting materials and transition brushes.
If you want, I'll make a quick demo of some rocky cliffs with waterfalls and upload it, including the basic starting materials and transition brushes.
- Rarsonic
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Post Posted: 18 Jan 2008, 00:58
Waffnuffly wrote:If I were you, I would make all of the terrain in the map out of tessellated cubes and triangulated sheets. This way, you can shape parts of the rock to make as elaborate of a waterfall as you want, and just link a bunch of triangulated sheets together to fit over the rock terrain bits to make realistic looking waterfalls and an eroded-rock effect. There's tons more stuff you can do with tessellation, too.
If you want, I'll make a quick demo of some rocky cliffs with waterfalls and upload it, including the basic starting materials and transition brushes.
Yeah, we've talked about that in the old forums' thread. I use Nem's terrain generator, which allows you to edit a terrain based on triangulated sheets, and so far I haven't had BSP problems. I might use tesselated cubes for more specific tasks like making caves, rocks and such things that the terrain generator cannot cover.
And, reading the old thread I have already asked a similar question, and the answer was "no". I hope so, because I don't want to have a BSP error-ridden map just because of lower RAM.
- Rarsonic
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Post Posted: 29 Nov 2008, 22:13
Back to my map again, and back using this thread as a UED-support thread.
Well... is there any limit to the light actors you can put in a map? Because I have to sunlit large areas and there's a limit to the radius of a light, so I have to insert a lot of them.
Well... is there any limit to the light actors you can put in a map? Because I have to sunlit large areas and there's a limit to the radius of a light, so I have to insert a lot of them.
- Hellscrag
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Post Posted: 30 Nov 2008, 00:08
Rarsonic wrote:Well... is there any limit to the light actors you can put in a map? Because I have to sunlit large areas and there's a limit to the radius of a light, so I have to insert a lot of them.
Not to my knowledge (there must be one, but it's probably out of reach for most maps). I suppose there could be a more immediate limit to the number of dynamic lights, but that shouldn't be a problem for your ambient daylight.
Life is what you make of it.
- TheIronKnuckle
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Post Posted: 30 Nov 2008, 11:14
If it's sunlit, can't you just use zone lighting, while having normal lights for added effect and specific sources?
- Rarsonic
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Post Posted: 30 Nov 2008, 12:42
TheIronKnuckle wrote:If it's sunlit, can't you just use zone lighting, while having normal lights for added effect and specific sources?
Maybe... I'll try, although I had already thought of this.
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