01-10-2007, 03:51 AM | #261 |
Join Date: Dec 2004
Location: Melbourne
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desaturate the fog a bit so it matches the sand on the ground
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01-10-2007, 06:35 AM | #262 | |
Join Date: Jun 2005
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01-10-2007, 07:44 AM | #263 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Ok. The sand texture might change. I was originally planning on using whatever dust texture dustbowl used, but it looks like the devs went with a sort of eastern-Oregon sagey/scruby sort of look. So who knows. But anyway yea I'll make the fog and fog-colored-paint in the skybox match the sand more closely.
Also, without/with color correction. Right now it's making a part of the skybox look all wierd and splotchy but I'll fix that. |
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01-10-2007, 06:26 PM | #264 |
Join Date: Dec 2005
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Prefer it with the CC, looks tastier.
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02-04-2007, 11:25 PM | #265 |
Join Date: Dec 2005
Location: Detroit, MI
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update
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02-05-2007, 10:00 AM | #266 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Okay. More of phase 2. This is the high road, so to speak. Those glass doors lead towards the cap point.
If you look through the fence, you can see open desert. |
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02-05-2007, 07:28 PM | #267 | |
Join Date: Dec 2005
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Major sandstorm outside but no sand whatsoever inside.
Quote:
Not much to say really, umm turn up lightmap on the floor so the shadows of those pillars are more defined. The Yellow Brotherhood salutes this map, however. |
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02-05-2007, 07:30 PM | #268 | |
Join Date: Jan 2005
Location: Great Britain
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02-05-2007, 07:45 PM | #269 |
Join Date: Jun 2005
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You might want to tone down the yellow/custard skybox in terms of saturation its far too high needs to be a subtle tone like in this photograph http://www.melotti.net/ricordi_di_vi...bai-desert.jpg
also like in this photograph a hill/dune might solve your problem of not wanting the player to see for miles |
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02-05-2007, 07:45 PM | #270 |
Join Date: Dec 2005
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Dont make me get Darken.
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02-05-2007, 08:48 PM | #271 |
Join Date: Jul 2006
Location: Austin, Texas
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he is bloked so no yellow thread for me!
the map looks good. |
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09-22-2007, 06:51 AM | #272 |
Join Date: Jul 2007
Class/Position: All Gametype: adl Posts Rated Helpful 0 Times
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so ugh release it
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09-22-2007, 07:51 AM | #273 |
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Nezumi has Disappear
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09-22-2007, 11:05 AM | #274 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
We's miss j00 Nez! *teh cry*
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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09-22-2007, 12:48 PM | #275 |
Community Mapper&Idiot
Join Date: Mar 2007
Location: Finland
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Let's all spam some PMs to him so maybe his e-mail account starts to fill up and he'll remember us again.
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09-22-2007, 03:27 PM | #276 |
[AE] 0112 Ihmhi *SJB
Wiki Team
Fortress Forever Staff |
He has no e-mail account listed.
I did some Google sleuthing and I can not find one for the life of me. The devs would be the only ones with access to it - or rather, the forum admin. I think garyjer [at] superjer.com or nezumi [at] superjer.com might work, who knows? I e-mailed superjer (ownerzorz of the site Nez hosts his maps on) asking him politely to find out where the Hell our favorite rat boy has run off to.
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Anime: The Thread: Reloaded The one and only anime thread on these here forums. Select the pistol, and then, select your horse. |
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09-22-2007, 04:39 PM | #277 | |
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Join Date: Mar 2007
Location: Finland
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09-22-2007, 05:05 PM | #278 |
Join Date: Jul 2007
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Unless one has disabled that feature. Would be great to try this map out... someone find him, now.
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09-22-2007, 09:17 PM | #279 |
When patch will out?
Join Date: Mar 2007
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and someone tell him to finish FF_1337SK337!
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MAKE MORE ESCAPE MAPS Ingame: punkrock Idle and support #nozoom, #ff.pickup |
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09-23-2007, 04:12 AM | #280 |
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There I sent Nezumi an E-mail
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