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Thread: [WIP] Precipice

  1. #171
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    I ran lightmaps last night, then adjusted some stuff and ran them again. Still not quite perfect, but pretty close to what I had envisioned.









    'Tis all pretty now. ^_^

  2. #172
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    Re: [WIP] Precipice

    Looking nice.. Good work of the strip textures and uving them, thats one of the things I always have a difficult time at when uving structures.

    I'm liking the lightmaps but I think they could over all be a bit better. Add some floating planes in front of the generator and name the material this:

    c10light_inv_10paleblue!

    It's a lighter blue then what you now and have a different intensity. Adding the floating planes with different intensity helps bring out lightmaps alot more. It's just one of those final touch's, but it works and looks nice (they are invisible too). Not sure if your doing this already or not though. You may also want to think about doing the same thing were that grayish part is, (on the first picture) on the bottom part of the wall under I guess what is a light. Just have another invisible light thats diagonal and faces the wall.

  3. #173
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by higuy View Post
    Looking nice.. Good work of the strip textures and uving them, thats one of the things I always have a difficult time at when uving structures.

    I'm liking the lightmaps but I think they could over all be a bit better. Add some floating planes in front of the generator and name the material this:

    c10light_inv_10paleblue!

    It's a lighter blue then what you now and have a different intensity. Adding the floating planes with different intensity helps bring out lightmaps alot more. It's just one of those final touch's, but it works and looks nice (they are invisible too). Not sure if your doing this already or not though. You may also want to think about doing the same thing were that grayish part is, (on the first picture) on the bottom part of the wall under I guess what is a light. Just have another invisible light thats diagonal and faces the wall.
    Yeah, I've been using those a lot- this was only the second version of lighting in this area, so I will probably add more of those in at varying intensities when I get a chance.

    Update:
    I've put finalizing the flag room lightmaps on hold because they were being frustrating, and I'd rather just wait until the end to fix any lighting issues. And yes, I just said "the end", because the end might actually be in sight. Over the past few days I've sat down and changed (hopefully) the last huge issues with the map. Now, while visuals might need more work, the basic gameplay structure should be improved, enough to warrent a real playtest.

    A list of new stuff and changes:
    Moved the control room upward vertically about 500 feet, and that entire end of the map forward so it's much closer to the rest of the map. This will drastically reduce tunnel traveling times, as well as shrink the overall play area. Now, someone in the control room can pretty easily hit players on the closest banshee pads, which were too far away before. The control room windows now have a purpose.
    The old version:


    The new version:


    The control room is now a looming presence when players exit the bases:

    Inside the control room, I have removed the lower banshee exits. They were ugly, useless, and causing portalling issues, so they're gone. There's just a placeholder wall sitting where the tunnel used to be while I decide what to do with the banshee pit.
    The now-lonesome banshee. Ignore the sniper rifle- it's spawning in the old spot from before the move.
    The map also now has forerunner doors wherever they make sense- mainly the banshee pads and the bases. Nowhere that would impede line of sight. I really like how they look in place.
    The base doors:


    The banshee pad. The second room now serves as a nice locked door- nothing like a few of those to make the player feel like there's stuff beyond what they see. There's also a little surprise that I won't spoil until people see it in game.

    The only big gameplay stuff left to fix is stuff like working on cover for the upper fields, and making sure the balance is right. Visually, I need to redo both the wall behind the control room and the wall on the opposite side of the canyon. The canyon walls themselves, as always, should be improved, but are on the "figure it out later" list.

  4. #174

    Re: [WIP] Precipice

    looks verry nice....cant wait to play :-)

  5. #175
    chilango Con's Avatar
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    Re: [WIP] Precipice

    I love the look of the control room from below.

  6. #176
    Neanderthal Dwood's Avatar
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    Re: [WIP] Precipice

    Verrry nice. You should get someone to fix up your lightmaps now that Firescythe has made it possible to make custom ones.

  7. #177
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by Dwood View Post
    Verrry nice. You should get someone to fix up your lightmaps now that Firescythe has made it possible to make custom ones.

    His tutorial suggests to wait until the very last build to start messing with the custom lightmaps. That's one of the reasons I'm waiting to mess with the flag rooms more- it won't matter once I get to that stage. I definitely want to take advantage of Aether and the custom lightmap uvs, anything to make it look better.

  8. #178
    Senior Member Hunter's Avatar
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    Re: [WIP] Precipice

    Looks nice, is there any way to stop the fog being a cunt and making random objects - usually scenery - bright/stand out through it? If you get what I mean (Pic 1 and 2)

  9. #179
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Precipice

    Quote Originally Posted by Hunter View Post
    Looks nice, is there any way to stop the fog being a cunt and making random objects - usually scenery - bright/stand out through it? If you get what I mean (Pic 1 and 2)
    As far as I know you can't change how the fog reacts sometimes with scenery. However, the bright areas near the banshee bay in those pics are due to portalling errors, not the fog issue, thankfully. When the serious portalling work gets done that should all be fixed.

  10. #180
    Senior Member Hunter's Avatar
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    Re: [WIP] Precipice

    Cool. And @Fog, your a bitch.

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