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DM-Aly (NOW FINAL)

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    #46
    Well the Zergling is back and it looks nice can't wait for the next update.

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      #47
      Happy you like it.

      I did change the grass since the default one is looking "dead" (much to pale compare to the tree leafs). I want a great healthy green grass & I made it.

      I also modify the rock material since it look washed out.

      I'm still figuring which material to use but I think it's on the good way. Beta1 won't be available before a couple of weeks but I let you folks inform of the progress with pics once in a while

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        #48
        It as quite change since alpha 3.

        Here some progress about the meshing & the material use (rock + wood + bricks). I didn't start the lighting yet so yes it's crappy. Hope you like it.

        [screenshot]http://img19.imageshack.us/img19/9840/screenshot00000f.jpg[/screenshot]
        [screenshot]http://img410.imageshack.us/img410/1356/screenshot00001c.jpg[/screenshot]
        [screenshot]http://img410.imageshack.us/img410/7908/screenshot00002n.jpg[/screenshot]

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          #49
          Well, alpha 3 as already full both support but include only basic BSP. So the gameplay is the same it's just that I add "a bit" of details & since it's much quicker to rebuild the map. In fact it take 15 secs to rebuild all instead of 22 mins for DM-Nano

          I leave the lighting for the last step. To give you a good idea, the atmosphere I'm aiming for is something like DM-Shrift. Now, I'm using only 1 skylight to lit all the map so that is why it look so bland.

          I'm happy you like it

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            #50
            Nice work it looks bigger now for some reason?

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              #51
              Originally posted by Zerglings View Post
              Nice work it looks bigger now for some reason?
              Indeed, it's because I open up the walls & add some rocks at the horizon, add waterfalls & such.

              But I must say that the play area is a tiny bit bigger, like 5% bigger at the most.

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                #52
                That explains it.

                Should have know lol.

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                  #53
                  Lots of work as been made to the sniper area. 90% of BSP as been change to meshes. I also started to add vines (you can see a few to the right in the pic). Still I had to change the stock material because the default one is looking, well, low poly.

                  I did progress a lot here & there but it's not worth posting more pics.

                  [screenshot]http://img268.imageshack.us/img268/9195/screenshot00000d.jpg[/screenshot]

                  Lighting will play a major role about the look, well I hope so lol because it's soooooooo bland now !

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                    #54
                    I like the vines hanging over the wall nice job.

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                      #55
                      THX, but I must admit that the more I look at them, the more I don't like them

                      It look ok from a distance but not that nice when getting closer... I don't know what I'm going to do with that... and the stock one is even worst **** it

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                        #56
                        You talking about going up close and looking at them? lol

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                          #57
                          Yep

                          I think I'll put only vines instead of hanging, it look better & take less space (like on the 2 small square wall on the top but I'm not sure yet...).

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                            #58
                            Ok what ever you thinks best I'm here just to report and give ideas.

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                              #59
                              This is what I meant when saying I wanted something like "natural & organic". It's just to show where I'm going with this. I use a mix of 5 rocks materials + bricks + wood & different trees for my setup.

                              I set the lighting base in the world properties instead of using a post precessing volume which is the same as Nano. At least even if I didn't touch the lighting yet, it's more pleasant to work with, it's a bit less bland

                              The pic show where you spawning to collect the stinger at the upper level at the opposite to the sniper. In Alpha 3 there is a big flat wall to the left with an opening all the way of the wall. The gap there was intended since I wanted to place meshe in the first place like you see.

                              [screenshot]http://img136.imageshack.us/img136/7677/screenshot00000lt.jpg[/screenshot]

                              6:00 AM going to bed lol

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                                #60
                                Looks great can you run around outside that area with out the boundry mark? and yes I know the boundry mark is there somewhere.

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