Re: Atlantis: The City (WIP)
Quote:
Originally Posted by
OpsY
But you can decide how thick the fog is in each cluster( by using different fog palette).
Doesn't matter...you'll still have the effects of being underwater.
Quote:
Originally Posted by
OpsY
As for underwater, well some sections are flooded, including the underwater launch bay and I think it's a must to have.
Read above. He can't make the whole level underwater because say he makes a water plane above the city. Even if he portals it with less fog you will still be underwater and thus nothing else will change. You will still have the underwater sounds, visual effects, and gameplay effects. He can't do both underwater AND flooded unless he makes the level where you can't look outside therefore seeming like your underwater. His best chance here is to make an undersea like skybox for best result.
Re: Atlantis: The City (WIP)
Quote:
Originally Posted by
LinkandKvel
Doesn't matter...you'll still have the effects of being underwater.
Read above. He can't make the whole level underwater because say he makes a water plane above the city. Even if he portals it with less fog you will still be underwater and thus nothing else will change. You will still have the underwater sounds, visual effects, and gameplay effects. He can't do both underwater AND flooded unless he makes the level where you can't look outside therefore seeming like your underwater. His best chance here is to make an undersea like skybox for best result.
so if the sky box simulate underwater will the underwater effect carry over to the bsp? 'cause all i need is the look of underwater since atlantis's shield hold back the water, i wouldn't need the underwater effect since there's air inside the shield with no water.
Re: Atlantis: The City (WIP)
Quote:
Originally Posted by
kid908
so if the sky box simulate underwater will the underwater effect carry over to the bsp? 'cause all i need is the look of underwater since atlantis's shield hold back the water, i wouldn't need the underwater effect since there's air inside the shield with no water.
No underwater effect will be carried over. Just make it like you would a regular skybox. Maybe if your good enough you can have it to look like an animated water surface if you look up.
Re: Atlantis: The City (WIP)
Quote:
Originally Posted by
LinkandKvel
No underwater effect will be carried over. Just make it like you would a regular skybox. Maybe if your good enough you can have it to look like an animated water surface if you look up.
can't u have 2 plane? one facing downwards and one facing upwards for that effect? just curious.
Re: Atlantis: The City (WIP)
Could we see it in wire frame, please?
Re: Atlantis: The City (WIP)
Quote:
Originally Posted by
kid908
can't u have 2 plane? one facing downwards and one facing upwards for that effect? just curious.
Nope. In Halo water is water. There's no "tricks" or "workarounds".
Re: Atlantis: The City (WIP)
update: here's a wireframe image(in spoiler tag)
date: 08/21/08 09:00
details about image: this update is mostly for "AAA" who wanted to see a wireframe... but added more depth to the peers with drone launchers(smaller peer attached to the larger size of the hexagon) and added connection between the arrows and the main peers and same goes for the 3rd peer which has no arrow(large peer attached at the small end of the hexagon)
face count: 22428
http://i113.photobucket.com/albums/n...8090022428.png
wireframe:
Re: Atlantis: The City (WIP)
That doesn't looks like it was properly modeled...
Re: Atlantis: The City (WIP)
Quote:
Originally Posted by
PenGuin1362
That doesn't looks like it was properly modeled...
There are many different school of thoughts on modeling. There are also different skill levels of modelers. I cant blame him for starting like that, and I probably would have done something similar myself so the model would be easy to slice up in the future. At least he's making progress. That's a big step in improving your skills.
Re: Atlantis: The City (WIP)
I meant more in terms of being game ready >_>. it's difficult to tel from that render, aside from the fact it lacks triangulation but it appears as though it may produce a large amount of errors. His method of modeling is not in question. I'm just saying by the looks of the wireframe there may a large amount of errors when trying to compile