selentic please, we want this user to improve his work.
Printable View
Bahahahhahahahhahahahhahaa
Here's a terrian model that isn't terrible:
http://filesmelt.com/downloader/hurr19.max
That's about as high poly as Halo will let you go without killing over.
Edit: Without good portals I mean.
duly noted, i've collected several reference pics to help out as well...these two are what the sides might look like:
pic1
pic2
many of the visual curves (e.g., erosion - pic2) will span multiple sections so the more of the model i complete the more i will be able to go back to previous sections and bring out those lines
that's one thing i hate about the terrain in many maps. especially the original PC set. nature just isn't like that.
thanks for the models, i'm sure they will help...even if one is of a map my shitcomp makes unplayable :raise:
moar updateder! :v:
2/5 done (approx)
view 1
view 2
wireframe 2
looks like i'll miss my 8000 tri mark but not too much i hope. there's some optimizing to do but it will just make room for details i haven't done...and a structure idea i've been mulling over.
thanks for the models again..definitely helped me solve some future problems. i could ask lots of questions but i'm not going to hijack my own thread except for two:
@llama: where's the .map, i remember seeing that model a long time ago?
@Sel: wtf @ the portals? was that all for render/fps or did you need different clusters? i find this really interesting because i'd never have thought to portal that way unless it was for something like fog, sound, etc..
Select all your cliffs and hide unselected. Then use the deformation brush a wide radius with a small power.
Easy way to variate cliffs quickly.
alpha
things to ignore:
placeholder textures, box UV's, vehicles...i put them in to see if they could possibly add any gameplay value...they don't. it was fun trying to get the hog around in there though :p uhh lets see what else...no rope bridges yet, no water...stuff like that.
all im looking for is fatal errors...also...any ideas on how i can make the cliff texture not blend in with itself all over the place? a lot of the landscape just blurs together.
Wow, you improved really fast. Your terrain looks very good considering how little experience you have. I noticed you chamfered your edges alot. This is okay, but you can't just leave the new edges wherever max puts them or else you have you will have ugly poly distribution (aka, the curves will still look blocky, and just have slightly smoother edges).
The textures are blending together because of a lack of proper lighting/UV's/shaders. Rip yourself some good shaders/textures from the campaign and use those (unless you want to make your own, but it's a pain in the ass).
The UV's are a different story. When you ramp up your curves/poly count, proper UV's become an increasing nightmare. You ***could*** just use a box UV map, but you will have seams everywhere. The alternative is dividing up your mesh and unwrapping parts of the geometry individually, but this takes an ungodly amount of time, and I don't think you should really bother for your first map. Just make sure that if you do choose the easy route that you don't tile the texture to hell like you did in this alpha.
Lightmaps are the easiest part. Once you have shadows everywhere things won't blend together, and your geometry detail should stand out more.