
Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 11, 2015 10:20 AM
Msg. 1 of 22
|
|
|

NeX
Joined: Apr 11, 2013
|
Posted: Aug 11, 2015 12:40 PM
Msg. 2 of 22
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 11, 2015 01:01 PM
Msg. 3 of 22
Thanks
|
|
|

stunt_man
Joined: Sep 22, 2009
GMYF - Now hosting proper MLG gametypes!
|
Posted: Aug 11, 2015 01:04 PM
Msg. 4 of 22
Looking decent so far, keep it up.
Cliffs look decently-UV'd. I think the terrain could use more height variation (ex: the whole top of the cliffs are at the same level, you should split the cliffs up a bit and maybe have some parts higher/lower. Also look into ground shaders (use Timberland as reference - it uses 2 different ground shaders, which blend 2 textures each - could be useful for blending grass/dirt with the beach).
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 11, 2015 01:51 PM
Msg. 5 of 22
thanks for the feedback will work on the optimization need to cap the cliffs so they are not open as well will look into the shaders.
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 11, 2015 03:57 PM
Msg. 6 of 22
The latest version is a lot different as can be seen in the latest screenshot I believe has improved the map. Any suggestions will be appreciated and I will have a look at the video tommorow. And thanks again.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: Aug 11, 2015 04:37 PM
Msg. 7 of 22
The cliffs seem a tad soft as the geo meets with the floor, but apart from that it looks decent.
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 12, 2015 05:22 AM
Msg. 8 of 22
Well i screwed up after finishing the terrain something happened to the uvs and they broke so now i need to redo them.  ---------------------------------------------------------------------------------------- Fixed Edited by Corpen on Aug 12, 2015 at 05:40 AM
|
|
|

bourrin33
Joined: Oct 19, 2009
HEK not installed tho
|
Posted: Aug 12, 2015 06:05 AM
Msg. 9 of 22
The quads on the cliffs may not be a bad thing, they will help for further modeling, and you can make sure light maps will look nice on these
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 14, 2015 03:20 PM
Msg. 10 of 22
bump as of update
|
|
|

DaLode
Joined: Oct 4, 2014
Ho ho hooooly doodle!
|
Posted: Aug 14, 2015 04:47 PM
Msg. 11 of 22
Quote: --- Original message by: CorpenWorked more on the shaders and added the water + the first parts of the structure.  Edited by Corpen on Aug 14, 2015 at 03:19 PM Remember to surround your images with img tags. Edited by DaLode on Aug 14, 2015 at 04:48 PM
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 24, 2015 06:05 AM
Msg. 12 of 22
Okay ive been doing more work i will update main thread but does anyone no if you can add map borders so players cant walk past a certain point.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: Aug 24, 2015 09:07 AM
Msg. 13 of 22
Quote: --- Original message by: Corpen Okay ive been doing more work i will update main thread but does anyone no if you can add map borders so players cant walk past a certain point. That is called player clipping. Look up the hek tutorial either on this site or inside ur hek installation folder or google it. Srry couldnt be more help but phne post.
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 24, 2015 10:05 AM
Msg. 14 of 22
Thanks for that will look into it when I get home.
|
|
|

Slayer117
Joined: Oct 3, 2008
Host of CE3 2010-forever!
|
Posted: Aug 24, 2015 04:24 PM
Msg. 15 of 22
I must admit I love how smooth those cliffs look. They don't look boxy at all.
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 24, 2015 04:32 PM
Msg. 16 of 22
The bad thing is there a pain to UV as I'm not that good anyway might do a tut on how u did then but need to figure out a good way to texture them.
|
|
|

Super Flanker
Joined: Oct 5, 2012
The length of your life depends on my aim.
|
Posted: Aug 25, 2015 06:58 AM
Msg. 17 of 22
Quote: --- Original message by: Corpen The bad thing is there a pain to UV as I'm not that good anyway might do a tut on how u did then but need to figure out a good way to texture them. https://www.youtube.com/watch?v=xvPrHAQvwuA For a character but same principles apply.
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Aug 25, 2015 04:13 PM
Msg. 18 of 22
Dont know what to have or do as the other base any suggestions are welcome. Found out how to do waves will implement it properly tomorrow. PS that's just a test will make one that fits better. Edited by Corpen on Aug 25, 2015 at 06:00 PMRedone main post. Edited by Corpen on Sep 5, 2015 at 12:59 PM
|
|
|

lolslayer
Joined: Mar 21, 2015
https://www.youtube.com/watch?v=uMHbAKvPJkU
|
Posted: Sep 11, 2015 03:00 AM
Msg. 19 of 22
looks great atm :)
|
|
|

Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
|
Posted: Sep 11, 2015 04:40 AM
Msg. 20 of 22
Not that it matters all that much, but... I hope you know that "improposition" isn't a real word.
|
|
|

Perla117
Joined: Nov 10, 2014
The Last Italian On This Forum
|
Posted: Sep 11, 2015 07:36 AM
Msg. 21 of 22
dont work for me...
|
|
|

Corpen
Joined: Aug 11, 2015
Sierra 612 - DIAC - "Why are we here?"
|
Posted: Sep 11, 2015 08:13 AM
Msg. 22 of 22
Quote: --- Original message by: Perla117 dont work for me... I don't want to be insulting but you do have OS installed don't you.
|
|
|