View Full Version : [WIP] Delta Towers
Boba
October 22nd, 2009, 10:45 PM
Here's an idea:
Have some ships scroll across the sky under a bitmap of High Charity like it is when you go into the last Delta Temple.
It'd be a nice complement to the ship floating above the lake. (Also, I still have Connor's DH sky if anyone needs it; I made sure it didn't get lost through all of the reformats and uninstallations)
Ki11a_FTW
October 22nd, 2009, 10:46 PM
if the sky looks better then use it
if not dont :)
ThePlague
October 22nd, 2009, 10:52 PM
I like the ship.
Don't you fucking dare. fucking teal likers
Those rocket launcher origins look horrible.
Inferno
October 22nd, 2009, 10:57 PM
It's called FOV 90. Or 85. IDR.
English Mobster
October 22nd, 2009, 11:01 PM
DAMN YOU INFERNO GET ON XFIRE.
Also, nice shipy-thingy.
Inferno
October 22nd, 2009, 11:05 PM
It's true.
Inferno Pro: wut
Abominable Snow Mobster: fast response time there
Abominable Snow Mobster: i hit post
Abominable Snow Mobster: then pop
Abominable Snow Mobster: you come on
Inferno Pro: i have a implant for modacity RSS
Inferno Pro: in my brain
Abominable Snow Mobster: ...
Timo
October 22nd, 2009, 11:22 PM
Ship looks nice, i'd leave it at that.
Pooky
October 22nd, 2009, 11:33 PM
Unless someone paints a damn sky then I can't. Halo can't do volumetric shit properly and I like having the ship close enough to see detail.
And now for something completely different.
Yeah yeah, I know its not very detailed but I can barely model. It's only 3k polys total so even polar can run it on high settings.
Are you crouching in those pictures, or is the scale way off? For some reason, it just looks like the Master Chief is really fucking short.
jcap
October 22nd, 2009, 11:38 PM
Also if we put the ship in the sky then it will require me to animate the sky. Which is annoying + probably not going to render and cleanly as a scenery object.
Why would it be animated?
.
Dwood
October 23rd, 2009, 06:56 AM
I think it'd be cooler to just have it floating there. There's no need for the ship to be flying around unless it's glassing something ;p
can't... Must. spread. rep.
Inferno
October 23rd, 2009, 11:11 PM
I just added cons sky. Is it just a higher res version of the regular sky?
Con
October 23rd, 2009, 11:16 PM
I don't remember what the res is. heh.
Inferno
October 23rd, 2009, 11:21 PM
Well whats the possibility of a really awesome custom sky?
:-3
Con
October 23rd, 2009, 11:28 PM
To be honest, low. I'm pretty sky'd out.
Inferno
October 23rd, 2009, 11:35 PM
:saddowns:
How about a single texture re-work?
Con
October 23rd, 2009, 11:53 PM
Oh yeah, most of it was just one texture. It wouldn't be a lot of work to touch that up, but you'll have to wait while I finish some other things first. Let's take this to PM's for further discussion.
Inferno
November 2nd, 2009, 04:26 PM
Alright guys. I finished the last few UV's for delta lake and we are now at the point where I need other people to help.
All that's left to do:
- High rez some of the "meh" textures.
- High rez normal maps on a few shaders.
- Background landscape needs a nice ultra detailed 2048x2048 texture.
- Updated sky with 1024x1024 bitmaps.
- Move sun about 30 degrees closer to the red base. I don't like the current location.
- Aether lightmaps. Dee is handling this I think.
Bold are the most important.
Then we are done.
Advancebo
November 2nd, 2009, 04:45 PM
For the sun, just import the sky into 3ds max, place a marker where you want. And export. Then in the sky, just have the sun lens flares attach to the marker.
Inferno
November 2nd, 2009, 04:54 PM
For the sun, just import the sky into 3ds max, place a marker where you want. And export. Then in the sky, just have the sun lens flares attach to the marker.
There's a specific spot in the sky bitmap we are using. We need to rotate the entire sky or repaint the location.
Sel
November 2nd, 2009, 05:05 PM
you forgot
SEL WAS NICE ENOUGH TO LET YOU HAVE HIS BEAM TAGS
Inferno
November 2nd, 2009, 05:29 PM
Indeed you were. Now get back to work on those cliff UV's.
jcap
November 3rd, 2009, 12:28 AM
The beams in Rev don't fit this map if left alone. They would need to be much lighter.
paladin
November 3rd, 2009, 02:26 AM
How much lighter?
Con
November 3rd, 2009, 02:43 AM
much
paladin
November 3rd, 2009, 04:03 AM
pics please... i dont believe the hype
Inferno
November 3rd, 2009, 04:21 PM
I like the way they look tbh.
Sel
November 3rd, 2009, 04:47 PM
pics
English Mobster
November 3rd, 2009, 06:22 PM
Pics or fuck the shut up..
Inferno
November 3rd, 2009, 07:16 PM
My hands hurt to much to take screen shots.
Oh well...
Protip: Snafubar has the latest version of the map.
MissingSpartan7
November 4th, 2009, 12:39 AM
My hands hurt to much to take screen shots.
Oh well...
[un-ninja]Protip: Snafubar has the latest version of the map.[/un-ninja]
c wat you did thar
Inferno
November 10th, 2009, 12:17 AM
Bump to remind disaster to do the ground texture.
And con to high rez the sky bitmaps.
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