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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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10-03-2005, 03:14 AM | #361 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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The room was pretty small too
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10-03-2005, 06:25 AM | #362 |
Join Date: Mar 2005
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Stino the way you remade the ladder into the pit (adding the crete behind it) was perfect. The tunnel entrance thing looks kinda out of place in that same image. I would add more crete around it, not alot, just enough so the entrance doesnt look like its floating so to speak.
Cant wait to play the final version. |
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10-03-2005, 02:12 PM | #364 | ||
Join Date: Feb 2005
Location: Belgium
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10-03-2005, 04:50 PM | #365 |
Join Date: Jul 2005
Location: Washington DC
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excellent job. i am quite impressed! can't wait to play this .....one day. if I had to say anything it's where i put the blue arrow....seems like that ledge floor needs to be brought up higher. The red circle...i dunno, just personal opionion - i know this is a canyon and rocks fall to the floor etc, but they still seem too jagged in comparison with the smooth weathered look of everything else. true they should still show some roughness, but as they are now, they look like hl1 rocks - not jagged on purpose, but rather limited by the capeabilities of the engine...know what i mean? maybe too many right angles...just one guys opinion. great work!! |
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10-03-2005, 05:14 PM | #366 |
Useless
Retired FF Staff
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^ It's because the shading transitions are hard and it seems like a flatshaded model instead of a smoothshaded one.
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10-03-2005, 05:50 PM | #367 |
Join Date: Jun 2005
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Why not use new displacements with rock textures instead of those models?
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10-03-2005, 06:17 PM | #368 | |
Join Date: Feb 2005
Location: Belgium
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10-03-2005, 06:19 PM | #369 |
Useless
Retired FF Staff
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It looks like it's flatshaded. That doesn't necessarily mean that it is. I don't know if there's any way you can fix it, as the game should smoothshade everything anyway.
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10-03-2005, 06:22 PM | #370 | |
Join Date: Feb 2005
Location: Belgium
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10-03-2005, 06:25 PM | #371 |
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Retired FF Staff
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I honestly have no idea. I know almost nothing about modelling. Hopefully someone else can help you out.
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10-03-2005, 06:27 PM | #372 |
Join Date: Feb 2005
Location: Belgium
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hopefully
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10-04-2005, 10:11 AM | #373 | |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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10-04-2005, 06:58 PM | #374 |
Join Date: Feb 2005
Location: Belgium
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the original sniper towers are 2 closed rooms (at different floors) and the connection between them is open, can i close it and make it one room (on one level maybe)
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10-04-2005, 11:12 PM | #375 |
Join Date: Jun 2005
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Well, im in no position to say, but surely you could make a displacement like passage as if its been done in the long time its been played, and genrally make the map look worn and 'battlescared'. What was wrong with using displacements instead of those knasty rock models?
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10-05-2005, 10:56 AM | #376 | |
Join Date: Feb 2005
Location: Belgium
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10-06-2005, 06:40 AM | #377 |
Join Date: Jun 2005
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I was getting the wrong idea about your previous post, i woulnt worry.
Although it would be good if you could make the map look like battles had been fought there for a long time. eg with craters and brocken cliffs. Im sure that your much more creative than me. What do you think of that idea? |
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10-06-2005, 05:13 PM | #378 | |
Join Date: Feb 2005
Location: Belgium
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HEY GUYS? what do you think about this? |
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10-06-2005, 07:27 PM | #379 |
Join Date: Feb 2005
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As long as you dont go too overboard or change the gameplay very much with it...
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10-06-2005, 08:18 PM | #380 |
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Retired FF Staff
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Scorch marks, a few small craters, a couple wrecked-up hallways... could be really cool, without making any big changes to the layout.
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