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Old 08-22-2006, 10:05 PM   #141
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I don't have to see any other maps. This map automatically wins in the best FF map ever.
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Old 08-22-2006, 10:20 PM   #142
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oh noes! a shadow is wrong!11one
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Old 08-24-2006, 04:37 AM   #143
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The rock-textured displacements seem a little lumpy. If you're sticking with anything like the kind of rock texture you have now, which looks all jaggedy, you should try to get some edges on your rocks by overlaping displacements or something like that.

Otherwise, some sort of more sandstone-ish rock texture would make the roundness more natural.
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Old 08-26-2006, 05:48 PM   #144
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I've thrown together this Colossus Statue of Apollo which would be excellent for the 3D-skybox. Imagine a several hundred feet tall statue standing above in the skybox. As well as some smaller statues within the map itselfs as static props. The statue has a firebowl on top which would make some interesting lighting alternatives with a flame on top.

Anyway I'm not very good at creating normal maps or textures, and have no idea how to get a static prop in game. So if anyone feels like taking up where I've left off for the use of this in BumGravy's map. Then express that wish here.

Anyway here's the low poly model, as well as the high poly version for generating a normal map. Both are WIP and might get a tuneup and some optimization.

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Old 08-27-2006, 05:21 PM   #145
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Quote:
Originally Posted by Cruor
Could use a tooga imo.
With or without briefs it looks kinda gay no offence, and I'd think he is trying hit me.

Also work on that jaw (I think that's why it looks weard) and it's solid
Make him look like this.
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Old 08-27-2006, 09:39 PM   #146
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Better plan, make it look like this.
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Old 08-30-2006, 02:51 AM   #147
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wow cruor very nice of you to make this model.
I noticed you said it may get tweaked, cool but it looks great so far.
would make for a interesting skybox and yeah with fire in the bowl a nice touch.
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Old 08-30-2006, 07:34 PM   #148
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Started making the defenders base for the last point:


And heres shiny water in my fountain:
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Old 08-30-2006, 08:39 PM   #149
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Looking great! I can't wait to try it out.

by the way, i'm a bit late on this, but I've also enjoyed playing high_flag many many times over the years I'd love to see a remake of it for FF eventually
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Old 08-30-2006, 08:54 PM   #150
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You've got quite the flair for design, I have to say.

Also, my buddies are clamoring for a FF_high_flag. People want it!
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Old 08-30-2006, 10:58 PM   #151
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Ok, now this screenshot looks cool.

The pillars on the right in the next screenshot down need info_lightings though.
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Old 08-31-2006, 12:55 AM   #152
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Quote:
Originally Posted by Nezumi
Ok, now this screenshot looks cool.

The pillars on the right in the next screenshot down need info_lightings though.
Ahh right, i thought they were dark because the model centres were inside solid brushes. I was just gonna try and cut into the brushes or try some other hack method to get them to light properly, thanks for the heads up!
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Old 08-31-2006, 12:59 AM   #153
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Quote:
Originally Posted by HODJA
Looking great! I can't wait to try it out.

by the way, i'm a bit late on this, but I've also enjoyed playing high_flag many many times over the years I'd love to see a remake of it for FF eventually
Lol, i never knew it was so popular! It got reviewed (read: trashed) on pixel and i dont think any other sites looked at it, anyway itll take about a days work to make it (ffs, it was just two bases made of 3 rooms each, some wacked out brush displacement caves and flags 30 metres off the ground) so once im finished with this ill give it a whirl.
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Old 08-31-2006, 04:56 AM   #154
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i don't know why, but these curves in red really bother me. takes away from cleanliness for some reason to me. you can have curvy walls below to an extent yet still have straighter ledges. just personal pref and something that stuck out like a sore thumb to me. im sure others won't see a problem. ps sorry if i resized things

http://img227.imageshack.us/img227/301/31ci8.jpg

Last edited by trepid_jesse; 01-22-2007 at 02:57 AM.
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Old 08-31-2006, 05:22 AM   #155
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Wow this map is a masterpiece and with an Apollo statue as a 3D skybox would so kick ass
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Old 08-31-2006, 10:38 AM   #156
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Quote:
Originally Posted by puppychow
i don't know why, but these curves in red really bother me. takes away from cleanliness for some reason to me. you can have curvy walls below to an extent yet still have straighter ledges. just personal pref and something that stuck out like a sore thumb to me. im sure others won't see a problem. ps sorry if i resized things
i thought that too at first, but maybe it's just the lighting rather than the architecture. it doesn't show any relief, which is why it looks wierd. try modifying the texture, and giving it a bumpmap or something. maybe that might help?

fucking sexy map btw
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Old 09-01-2006, 01:15 PM   #157
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The textures have bumpmaps, i just havent used cubemaps in this area yet so the textures arent behaving as they should. Thanks for the feedback tho, ill see hwo it looks once ive got more done in this area.
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Old 09-01-2006, 07:39 PM   #158
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am i the only one wondering why people want a 500ft statue for a skybox?
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Old 09-01-2006, 11:09 PM   #159
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because it'd be awesome and give a sense of massive scale? :P
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Old 09-02-2006, 01:08 AM   #160
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Quote:
Originally Posted by Cruor
I've thrown together this Colossus Statue of Apollo which would be excellent for the 3D-skybox. Imagine a several hundred feet tall statue standing above in the skybox. As well as some smaller statues within the map itselfs as static props. The statue has a firebowl on top which would make some interesting lighting alternatives with a flame on top.

Anyway I'm not very good at creating normal maps or textures, and have no idea how to get a static prop in game. So if anyone feels like taking up where I've left off for the use of this in BumGravy's map. Then express that wish here.

Anyway here's the low poly model, as well as the high poly version for generating a normal map. Both are WIP and might get a tuneup and some optimization.

from the head to the shoulders it looks like his head is put on backwards.
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