Screenshots

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Creavion
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Re: Screenshots

Post by Creavion »

GenMoKai wrote:whoa :D arent they a bit to big, but still it looks cool
Actually I really wanted to have them THAT big from the very beginning. ^^
Thanks again. I just hope I can really use them. So far as SMs they cost a lot of perfo, whyever.
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Re: Screenshots

Post by papercoffee »

THAT big ?? ....woah ....but you'll rearrange (scale) the texture of this Stonearch yet a little bit?
Because it looks somehow awkward...... :wink:

btw. nice job done there GenMoKai.
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Re: Screenshots

Post by editor Dave »

I like it. I reminds me of "The Chosen One" :o
But the rock needs some vegetation (I think you know that by yourself).
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Creavion
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Re: Screenshots

Post by Creavion »

editor Dave wrote:I like it. I reminds me of "The Chosen One" :o
But the rock needs some vegetation (I think you know that by yourself).
I have my own style!!!111111111111111111111111111111111111111111111111111111111111111111oneoneononeone or eleven elven elven elven elven eleven :mad2: :mad2: :mad2: :mad2: :mad2:

In the mantime I scaled down the rock texture to 0.25 and yes some less palm trees are on the stonearchs. But I dont think those rocks will get much more vegetation.
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Creavion
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Re: Screenshots

Post by Creavion »

I personally think its retarded to show every mini update for a map, but since Dave and Gen (thanks again for some meshes) requested to see it, well...

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Re: Screenshots

Post by GenMoKai »

well, only a pm to us would be enough though... But it looks great :)
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Re: Screenshots

Post by papercoffee »

Ok Creavion ...and now you have to tell me how you made this nice looking fade out of the water texture .... :???:
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Creavion
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Re: Screenshots

Post by Creavion »

papercoffee wrote:Ok Creavion ...and now you have to tell me how you made this nice looking fade out of the water texture .... :???:
Either its from the Skybox (then ask our expert himself) or its because of the orange Distance Fog. The water itself is a FluidSurfaceInfo (although it costs some more perfo through its current size)
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Re: Screenshots

Post by robin13 »

Creavion wrote:I personally think its retarded to show every mini update for a map, but since Dave and Gen (thanks again for some meshes) requested to see it, well...

Image
tbh: the water looks goddamn awefull. unless there's another pic showing of the water with the orange stuff i think it pretty much sucks. (but thats just my opinion.) and yea i dont like the orange distance fog either.
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Creavion
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Re: Screenshots

Post by Creavion »

The water does mostly not have any ground so far, the FSI is like floating mostly. I build the complete terrain on sheets. And it looks mostly strange because the FSI with the Distance Fog does not collide with anything. I have tried some colors out, orange seems to be the best for me, since the map is supposed to be at sunset later. I can increase the fog distance a little bit so that you can really watch the complete map from each of the sides. To the water texture itself: Well, for me its the best. I does only look worse with other ones for me and later you will not be able to see that much from the ocean anyway. Chil down. It was with Kamah and the lighting the same.. bla bla to bright and at the end.. looks good (from the SAME person!). Most of my WIP shots get sometimes misjudged, because it is rather early in the development. Actually I also did not know how my map would develop in detail, only some less things were planned at the very beginning. My own fault if I show stuff TO EARLY in the development.
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Re: Screenshots

Post by Myth »

Here is another experiment. Whole map is round ~32000 polys with a 1:1 poly/node ratio,
8 megabytes of geometry covering an area of ~ 1 billion uu^2.
I should optimise it.

So should I make a MH map out of this? Or rather a BT?
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Creavion
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Re: Screenshots

Post by Creavion »

Exit UT or UnrealEd, click on the map file and press DEL on your keyboard.

Even if you add some details here and there, I dont think it will be well received. At least I would not have fun, pretty sure I would leave the server before you could scream the complete game title.
No seriously Myth. Come on, its a boring maze. Please, think about something with more style. I JUST CAN NOT find any good words for this thing, its impossible. :ironic2:

Are you out of ideas? Then you know, here are some other mappers around. :tongue:
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--=PsyXandeR=--
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Re: Screenshots

Post by --=PsyXandeR=-- »

Wow, thats one huge ass maze.
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Feralidragon
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Re: Screenshots

Post by Feralidragon »

I think it would be boring as well, but there's always the chance of Myth adding custom meshes as decorations (from UT2k4 for instance, triggers, some movers around to make it more dynamic, teleporters, some fancy effects, stuff like that and you would have a big ass "interesting" maze, rather than boring.
Just my 2 cents
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[did]Madis
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Re: Screenshots

Post by [did]Madis »

Actually, I've played a single player maze map in Unreal 1 that was pretty damn fun. If you can make it look sexy with lighting and decor and add some logical consistency and variance, then this could be a fun map, actually.
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