Page 3 of 10 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 99

Thread: Atlantis: The City (WIP)

  1. #21
    Banned LinkandKvel's Avatar
    Join Date
    Sep 2006
    Posts
    1,396

    Re: Atlantis: The City (WIP)

    Quote Originally Posted by OpsY View Post
    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 View Post
    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.
    Reply With Quote

  2. #22
    Teh_kid kid908's Avatar
    Join Date
    Jan 2007
    Location
    stalker!!!!call the police...w8...i hate the police.
    Posts
    1,434

    Re: Atlantis: The City (WIP)

    Quote Originally Posted by LinkandKvel View Post
    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.
    Reply With Quote

  3. #23
    Banned LinkandKvel's Avatar
    Join Date
    Sep 2006
    Posts
    1,396

    Re: Atlantis: The City (WIP)

    Quote Originally Posted by kid908 View Post
    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.
    Reply With Quote

  4. #24
    Teh_kid kid908's Avatar
    Join Date
    Jan 2007
    Location
    stalker!!!!call the police...w8...i hate the police.
    Posts
    1,434

    Re: Atlantis: The City (WIP)

    Quote Originally Posted by LinkandKvel View Post
    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.
    Reply With Quote

  5. #25

    Re: Atlantis: The City (WIP)

    Could we see it in wire frame, please?
    Reply With Quote

  6. #26
    Banned LinkandKvel's Avatar
    Join Date
    Sep 2006
    Posts
    1,396

    Re: Atlantis: The City (WIP)

    Quote Originally Posted by kid908 View Post
    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".
    Reply With Quote

  7. #27
    Teh_kid kid908's Avatar
    Join Date
    Jan 2007
    Location
    stalker!!!!call the police...w8...i hate the police.
    Posts
    1,434

    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

    wireframe:
    Reply With Quote

  8. #28

    Re: Atlantis: The City (WIP)

    That doesn't looks like it was properly modeled...
    Reply With Quote

  9. #29
    The Silent Photographer Zeph's Avatar
    Join Date
    Sep 2006
    Posts
    4,887

    Re: Atlantis: The City (WIP)

    Quote Originally Posted by PenGuin1362 View Post
    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.
    Reply With Quote

  10. #30

    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
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 2 users browsing this thread. (0 members and 2 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •