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View Poll Results: Rock textures? | |||
nature/blendrockdirt007d (old screens) | 54 | 38.03% | |
de_dust/rockwall01 (new screens) | 48 | 33.80% | |
nature/rockwall009b (see hammer) | 16 | 11.27% | |
halflife/-*out_rk* (hl: source & hl1) | 14 | 9.86% | |
other (please specify in a post) | 10 | 7.04% | |
Voters: 142. You may not vote on this poll |
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04-09-2006, 12:29 PM | #701 |
Join Date: Jun 2005
Location: Carlisle, UK
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The top of the cliffs has bugged me since the start, they really do need variation up and down. Saying the 3D skybox will fix it is ignoring the problem. The straight lines of the top sticks out like a sore thumb.
http://img65.imageshack.us/my.php?im...nch00054az.jpg See how I did on MT, make the tops bumpy and it looks more realistic. |
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04-09-2006, 08:06 PM | #702 |
Join Date: Mar 2005
Location: California
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very nice photoshop skillz, lol
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04-09-2006, 10:39 PM | #703 |
Join Date: Apr 2006
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Can someone link me to the latest beta of this map so I don't have to swift through the pages? I want to run the map so I can give some input, Badlands was one of my favorite maps to play.
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04-10-2006, 02:41 PM | #704 | ||
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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Quote:
http://www.sgware.be Quote:
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04-10-2006, 02:43 PM | #705 | ||||
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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Quote:
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if you want a real version of the map just release a bit of the sdk :d Quote:
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Last edited by o_stino; 04-10-2006 at 02:49 PM. |
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04-10-2006, 03:47 PM | #706 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
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If it's your own custom texture, yes you can, I think.
In the .vmt set the $envmapsaturation to something lower, like less than 1. (This is just a guess. I could be way off) But I think the poster was refering to the normal map not the cubemap anyway. |
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04-10-2006, 05:22 PM | #707 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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Quote:
environmentmaps = cubemaps , but i could be wrong too :d |
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04-10-2006, 07:10 PM | #708 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
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Huh, he said the normal mapping was too pronounced (looks like a gold nugget, "elephant skin" was so much better)... what does that have to do with cubemaps...
btw bumpmaps not bumbmaps |
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04-11-2006, 01:53 AM | #709 | |
Join Date: Apr 2006
Posts Rated Helpful 0 Times
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04-11-2006, 09:57 AM | #710 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
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HlL2 doesn't use bumpmaps anyway.
And cubemaps/envmaps do use the normal map. But now we're getting into useless semantics. |
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04-11-2006, 05:51 PM | #711 |
Join Date: Mar 2005
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this map is great.. hm how much is done?
Stino, if you want any help seriusly then ask me I can maybye give feedback etc... this looks now like the real badlands! |
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04-11-2006, 06:24 PM | #712 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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srry, maybe i was to lazy to upload it to my new host becouse its already and old version and has anyone already tried to use the blur effect on bumPmaps ? |
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04-13-2006, 10:09 PM | #713 |
Join Date: Jan 2005
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hmm i like this hud tbh
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04-18-2006, 02:10 AM | #714 |
Join Date: Apr 2006
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is it weird that i cant see any of the ff_badlands previews
but can see all of the ff_underground ones... |
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04-18-2006, 02:45 AM | #715 |
Join Date: Mar 2005
Location: California
Posts Rated Helpful 0 Times
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um what?
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04-18-2006, 02:48 AM | #716 |
Join Date: Apr 2006
Posts Rated Helpful 0 Times
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all the screenshot pictures for ff_badlands show up on my comp as red X's
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04-18-2006, 02:50 AM | #717 |
Join Date: Mar 2005
Location: California
Posts Rated Helpful 0 Times
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he probably modified them since he is coming up with a new version
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04-18-2006, 02:56 AM | #718 |
Join Date: Mar 2005
Location: California
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seems like he also took down the download link >:
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04-18-2006, 05:27 AM | #719 |
Join Date: Apr 2006
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to me, it looks totally out of place and just wrong. To my eye, you are over using the displacement... and making it look like the whole map is made out of mud... and that you are going to slip and slide around rather then actualy be on solid ground.
Try to think about using displacements as "DETAIL" rather then your actual map. Most roads and walkways are made to be ... flat and of an equal size. The only time they become rounded or uneven is with massive use over years of trafic... and then it has to at least be heavy trafic. I think it would look about 500 times better, if you focused less on what you can do with displacements... and more on just using them for detail. Hell, I cant think of one game (including farcry) that tried to use displacements that heavly... well maybe ArmyMen for the N64 Uno has the right idea, for a heavy displacement outdoor area. The pathways themselves are extra square brushes... so you can have all the jello, and still have usable soild feeling(and visualy) walkways. I can only see one picture (the one that was tested in the FF mod) cause the rest are busted. |
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04-18-2006, 04:44 PM | #720 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
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