|
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 |
|
Thread Tools | Display Modes |
06-20-2005, 10:02 AM | #1 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
|
ff_badlands
The full map is ready, the only thing that needs to be done are the details, like good textures, props, lightning, skybox, ....
The version of ff_badlands before retexturing Retextured overview The bright retextured entrance The bright interior more screenshots at: http://193.138.204.186/~sgware/index1200.php?p=media&cat=Map%20Screens&subdir=ff_ badlandsscrns Last edited by o_stino; 04-12-2006 at 07:20 AM. |
|
06-20-2005, 10:03 AM | #2 |
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
|
Looks good, but the lighting does not match the sky at all and the map looks out of place.
Needs a 3D skybox as well. |
|
06-20-2005, 11:18 AM | #3 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
|
indeed, details
skybox is the last thing i do, this sky texture is from half-life source, that explains the low quality, i'm trying to create a good one, but thats not easy i'm also waiting for the official team textures |
|
06-20-2005, 12:39 PM | #4 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
|
The before retexturing looks so much better D:
Hope you find some good textures for it and the lighting looks way off~ Scale in some parts looks a bit off too :> Oh and turn up all graphics stuff before taking screenies (mainly AA and AF). |
|
06-20-2005, 12:57 PM | #5 | |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
|
Quote:
turning of the hud? |
|
|
06-20-2005, 01:01 PM | #6 |
Join Date: Jan 2005
Location: Work
Posts Rated Helpful 0 Times
|
Setting your graphics to maximum settings, with anti-aliasing and AF (don't know what that is) turned on. It makes for some pretty screenshots.
|
|
06-20-2005, 01:10 PM | #7 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
|
don't think so, if i put anti aliasing on, i will get a very dark image (totaly black ) (i have a ATI radon X600Pro) and i got the same in other games (like nfsu2)
*EDIT* nope, i got that problem with v-sync |
|
06-20-2005, 01:33 PM | #8 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
|
AF = Anisotropic Filtering
|
|
06-20-2005, 01:43 PM | #9 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
|
are there console commands to toggle those ?
|
|
06-20-2005, 01:54 PM | #10 |
Join Date: Dec 2004
Location: Melbourne
Posts Rated Helpful 0 Times
|
They're in the options/video/advanced menu.
|
|
06-20-2005, 02:03 PM | #11 |
Join Date: Jan 2005
Location: Quebec, Canada
Posts Rated Helpful 0 Times
|
I dunno- I liked the way the TFC Badlands were stuck in the canyon. This version makes it look like they're close to the top, and that the canyon is all soft edged. :/
|
|
06-20-2005, 02:14 PM | #12 |
Join Date: Jun 2005
Location: Brum.
Posts Rated Helpful 0 Times
|
yeah make the canyon and the moat around the base look more like jagid rock and not so much like dirt
|
|
06-20-2005, 02:31 PM | #13 |
Join Date: Mar 2005
Location: Europe
Posts Rated Helpful 0 Times
|
The outdoor setting in the old screens was much better, currently, the map looks a bit empty and plain. The third screen shot shows this. Where as in the first screen, the setting looks more atmospheric and the building goes better with the grass texturing.
|
|
06-20-2005, 02:38 PM | #14 |
Join Date: Jan 2005
Posts Rated Helpful 0 Times
|
Remember... badlands is actually a place in a desert type area. The overall feel of it should be 'hot' and muggy.
|
|
06-20-2005, 02:39 PM | #15 |
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
|
i changed the textures becouse lots of peoples asked to change them to a more canyon feeling, so i did it
And the soft edges will be sharped, after i've found the right texture |
|
06-20-2005, 03:47 PM | #16 |
Join Date: Jan 2005
Location: Arkansas
Posts Rated Helpful 0 Times
|
The third picture just does not feel right at all.
|
|
06-20-2005, 04:00 PM | #17 |
Join Date: Feb 2005
Posts Rated Helpful 0 Times
|
there was a wall in the right side of the 3rd screenie , with a high ramp a solly / medic could reach.
|
|
06-20-2005, 05:14 PM | #18 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
|
Looks like badlands in TFC which is good but It need some architectual details IMO
|
|
06-20-2005, 06:36 PM | #19 |
Join Date: Feb 2005
Location: Europe, Front Yard
Posts Rated Helpful 0 Times
|
wait, where is the entrance SG supposed to be now ?
looks good though |
|
06-20-2005, 07:35 PM | #20 |
Join Date: Feb 2005
Location: Finland
Posts Rated Helpful 0 Times
|
Tough cant wait what Eat has for badlands.
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|