Acutally it's a non-detailed non vomit-inducing inset. Though I actually like Silicon's better. The angles in Bungie's inset dont match the surroundings.
Acutally it's a non-detailed non vomit-inducing inset. Though I actually like Silicon's better. The angles in Bungie's inset dont match the surroundings.
It looks fine, you guys just like to nitpick over pointless little shit.
OH GOD THOSE FOURTEEN POLYGONS PISS ME OFF
This post was made on medication.
Last edited by Inferno; August 5th, 2010 at 07:00 PM.
And mine are 22 and 28, respectively.Also, +rep for Reading Rainbow.
All right, after much messing around with alcoves and indents from TSC, I decided the originals were good enough, but I fixed the angles on the one by the ladderwell, and retextured both so they look a little more interesting. The whole border is now all pretty looking if you get up close to it.
Before I compiled the level again, I also added some lights near the tunnel entrances- before, they were almost impossible to see before your warthog fell into them. Please excuse my portal geometry.
![]()
Last edited by Siliconmaster; August 7th, 2010 at 12:47 PM.
In terms of performance (as in FPS etc) and navigation, how well is it to play the level? I'm asking this because I have been in a ton of maps that I play often, but it takes me playthroughs to figure out where everything is when the locations should be obvious. What I mean is, will we know where to go and will we find what we seek by just playing the level (as opposed to having to explore it in LAN first)?
I can run it fairly fine, but it would be hard to give an accurate estimate because I usually run it with a lot of other tools going during development. Next time I restart my computer and free all my ram I'll let you know. If any beta testers want to add their own experiences in here, that would work too.
As for figuring out where everything is, the lighting tells you pretty blatantly what side you're on, and I've done my best to label the teleporters so you know what each one does/where it goes. It might be beneficial to have a run around the map before playing, since it is pretty large. However, at this point player movement has been made far more linear than before, so you shouldn't get too lost.
Edit:
Progress continues!
I have a 3-way comparison for you tonight.
Compare this render:
To this old WIP ingame screencap:
To this current sapien screencap:
Definitely getting there, but I'm going to attempt to get the colors looking a little more vibrant, like the original render. It's a pain though, because the render pulled it off by slightly overexposing the colors into the white. However, try that in Halo and it just goes all splotchy. So I'm playing with the colors themselves to make them brighter without actually modifying the intensity of the lights.
And just for good measure, here are the modified insets in sapien:
A little dark, due to (more detailed?) lightmap uvs. Before, the light bled a lot more. I probably need to brighten up that area, just a little, so players can see better.
Those insets no longer make me gag.
Lookin' awesome!
There are currently 2 users browsing this thread. (0 members and 2 guests)
Bookmarks