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Trevor
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 PostPosted: Mon Nov 29, 2010 6:16 am    Post subject: Reply with quote Back to top

Hmm, a little more detail would make it a lot nicer.
aybe aso darken the grass, and yes I agree that it is very repetitive yet also very blury... Is this the only grass you have? Is it from GE?

Prahaps you could utalise a suggestion made for GEX Jungle[Future] by making 2 outer walls and using the surface tree texture (You could try using a blend colour of green to ofset the 'snow' white) where one is smaller than the other.

Is that a waterfall? maybe you could add some throth... (Hmm depending on if this works or not, how about never-ending smoke at the bottom of the fall to simulate spray)

Looks good though, cant wait for updates.

Trev
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bmw
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 PostPosted: Mon Nov 29, 2010 2:38 pm    Post subject: Reply with quote Back to top

re: textures - textures are certainly not set in stone, I'm more concerned about getting the geometry in place first.

re: waterfall - its more of a river than a waterfall, though it does have some amount of drop-off to it. I had originally used a terrain generator to create a mountain backdrop behind it, but I was afraid that this would cause too much slowdown with that many polygons. Anyways, here is a screenshot from the old file (which I still have) before I got rid of the mountains:

 
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bmw
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 PostPosted: Mon Nov 29, 2010 2:42 pm    Post subject: Reply with quote Back to top

Wreck wrote:
Very nice to see this again, BMW.
you had also offered to help Flopperr out with his Last Bastion map, too, so both levels would be a fantastic treat. Smile


Yeah I still have it. Unfortunately I suspect that the map would have to undergo some re-design to be playable as a mp map because there are a lot of polygons loaded at any given time. Its a shame that there isn't yet an emulator out there than can effectively bypass the restrictions of the N64 hardware and run custom maps at a speed with the computer is capable of handling. When maps lag, I still have 50 to 60 percent unused CPU power.
 
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EternallyAries
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 PostPosted: Tue Nov 30, 2010 12:12 am    Post subject: Reply with quote Back to top

Holy cow Shocked

I can't believe i never seen this map before glad to see that your working on it again.

And i can't wait to see what it will looks like when it has objects in it like trees and stuff.

I don't know how hard it wud be but maybe try to make a pine tree in a 3D editor insted of useing the jungle trees.
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Wreck
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 PostPosted: Tue Nov 30, 2010 12:25 am    Post subject: Reply with quote Back to top

I think BMW's main goal was to create an interesting looking map, with various interior and exterior areas, without adding in so much detail that it'd slow down the multiplayer experience. I'm sure he could make it more advanced, but looks are less important than performance - especially when you're dealing with multi.
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EternallyAries
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 PostPosted: Tue Nov 30, 2010 1:28 pm    Post subject: Reply with quote Back to top

Quote:
I think BMW's main goal was to create an interesting looking map, with various interior and exterior areas, without adding in so much detail that it'd slow down the multiplayer experience. I'm sure he could make it more advanced, but looks are less important than performance - especially when you're dealing with multi.


Thats true.

But next thing I'm going to love to do is snip out the other players in that cabin in the middle of the level.
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flopperr999
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 PostPosted: Sun Dec 05, 2010 6:13 am    Post subject: Reply with quote Back to top

Wreck wrote:

If you ever get Hammer functioning properly on your computer, you should definitely consider finishing this up. I think you had also offered to help Flopperr out with his Last Bastion map, too, so both levels would be a fantastic treat. Smile


Nice to see people still want to see this map done lol
 
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bmw
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 PostPosted: Wed Dec 08, 2010 4:00 pm    Post subject: Reply with quote Back to top

Been experimenting with some different textures, stretching, and rotations to kill the repetitive nature of the ground layer. Also tried a more natural looking level border texture, I will use lighting to darken it considerably.

 
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Wreck
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 PostPosted: Wed Dec 08, 2010 4:50 pm    Post subject: Reply with quote Back to top

That level border should look nice when the colour is adjusted and the sky matches the top section. Really glad to see people still working on brand new maps.

So are you finding any more kinks with Hammer, or have you "hammered" most of them out?
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bmw
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 PostPosted: Wed Dec 08, 2010 7:13 pm    Post subject: Reply with quote Back to top

The only problem I was having was not being able to select objects in the 3d window, but if I disable my hardware acceleration on my video card, that seems to fix the problem. Then as soon as I open my map I can re-enable hardware acceleration and that doesn't affect hammer but allows me to open other programs that depend on it. Only downside is that with no hardware acceleration, navigation in the 3d window in hammer goes slower than it otherwise would. But its usable.
 
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flopperr999
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 PostPosted: Thu Dec 09, 2010 12:12 pm    Post subject: Reply with quote Back to top

Wreck wrote:

So are you finding any more kinks with Hammer, or have you "hammered" most of them out?


I see what you did there... Laughing

BMW, glad you seemed to take my advice, looks great IMO..have you considered perhaps this map taking place at night..?
 
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bmw
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 PostPosted: Thu Dec 09, 2010 5:20 pm    Post subject: Reply with quote Back to top

A night map does look kinda cool...not sure I'm sold on the idea though.

 
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flopperr999
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 PostPosted: Thu Dec 09, 2010 5:52 pm    Post subject: Reply with quote Back to top

Perhaps add ominous lamp posts along the paths..
 
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EternallyAries
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 PostPosted: Fri Dec 10, 2010 1:17 am    Post subject: Reply with quote Back to top

Hm to me the nite time thing just wont work out in that level.
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bmw
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 PostPosted: Fri Dec 10, 2010 4:04 pm    Post subject: Reply with quote Back to top

Yeah I'm sticking with a daytime map.

I think what will take this map from drab and boring to looking like there's a lot of detail will simply be in intricate lighting. I have a few tricks for how to get the map to compile with the shadow polygons where I want them, here is what some lighting can do for this map:

 
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