nice waterfall
0.227259
Printable View
nice waterfall
0.227259
damn that looks epic.
People should learn to send me shit if they need lightmaps rendered. It's not like I have my computer on 24/7 or anything.
Or me, also with my computer on 24/7
Why though :v:
but why would you have your computer on 24/7, I don't see a use unless you were downloading non-stop (you people and your terrabyte harddrives and constant 500kb/s internet connections!~)
Beautiful waterfall. Glad to see you got the fog working.
Well done. Project Shockwave definitely needs you.
:v:
It's obvious you tiled. a bit too obvious.
0.198364
over a third woop
Amazing work.
Why are there barely any "underwater" environments???
Yeah, mine is always on.
Con will not be doing wallpapers for anyone until he makes one at 1920x1200 of the loading screen for me.
I'd use that as a wallpaper if we moved the focus up a bit so we see more of the background and less of the fog.
This thread title is mis-leading me all of a sudden.
loading screen for the map? good idea, but wrong dimensions
Neat.Quote:
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool lightmaps levels\revelations\revelations revelations 1 0.002
Couldn't read map file './toolbeta.map'
i'm going to render final lightmaps for revelations of levels\revelations\revelations, and i'll stop when red+blue+green = 0.002000.
Hit control-c now if this isn't right.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
start levels\revelations\revelations
this just in
revelations has rolled lancer's pc
i hope that object was the sign
Nobody is allowed to complain about the strato-sentinels anymore, or i'll pull your kidneys out through your nose!!!
Well, I can just barely see them in the last pic, so I'm certainly not going to complain.
I just hope the shroom is as hard to see...
0.000000
0.289472
0.288828
0.288292
0.287781
0.287308
0.286878
0.286422
0.285978
0.285543
0.285120
0.284731
then I figured, why waste addition time
C:\Program Files (x86)\Microsoft Games\Halo Custom Edition>tool lightmaps levels\revelations\revelations revelations 1 0.00001
Couldn't read map file './toolbeta.map'
i'm going to render final lightmaps for revelations of levels\revelations\revelations, and i'll stop when red+blue+green = 0.000010.
Hit control-c now if this isn't right.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
an object or light spanned 88 clusters.
start levels\revelations\revelations
0.249360
Sel jumped the gun when starting lightmaps. There's UV errors so the BSP needs editing again. Who can fix the two problems?
GUYS THE CLIFFS HAVE VISIBLE TILING IN CERTAIN AREAS
OMGOMGOMOGMOGMOGM
:downs:
You also have to fix the model so the waterfall has fog and the pits don't go down 2x the depth they should be.
Protip: Running lightmaps all the way down to 0.00001 will not be noticeably better than running it down to, say, .24
0.201534
though it's irrelevant apparently!
After looking at the cliff uvs, the only way to get rid of the seams left by the box map is to unwrap the cliffs. To my knowledge, using a box uvw will always have some kind of uneven or ugly seam. I would unwrap it but I don't have much time. Sorry :\
Besides that though, the level looks awesome. I played it for the first time tonight and was blown away at the amount of visual detail. I wasn't to detracted by the cliffs, but some spots were noticeable.
It looks like there was a rush job on the cliffs in hopes to release the map on October 22. Thank God it wasn't. It looks amateurish and unfinished - worthy of being only beta status, not final release. Finish the map paying attention to all detail and don't release until all existing problems are fixed.
You put a lot of work into the map and there was countless hours of work done to make the map aesthetically pleasing. Don't let a half-assed rushed job on the cliffs blow it.
That's just one part of the map. It's one of hundreds. Any rock wall you look at looks identical to that.
Yeah that is REALLY bad. Fix. Or I will never play it.
eww, fix that shit man :x
I went through it today. Needless to say I was :x
Dont be mean guis!
Unwrapping seamless cliffs takes forever. Not suggested unless you have a lot of good music and patience.
sel we need talk. bruh
*stopped lightmaps*
Meh. I make sure to unwrap cliffs because the end result looks really nice. In addition, I'm not so keen on how those cliffs look next to the ground. You should either have some border effect on the top and bottom of the cliffs (e.g. the moss on dangercanyon_cliff_walls), or have the ground near the cliffs transition to the color of the cliffs (e.g. Blood Gulch).
just decrease the tile amount. Problem solved.
Ugh no. Just do it like a man. I once unwrapped the entire Blood Gulch canyon seamlessly. You old farts should remember the Blood Gulch scenario files release. I studied that map in SparkEdit so much to get the scenario and BSP things as close as possible to the real thing.
manly uvw'ing, sounds hot
Sel, after looking at your ground shader.. :saddowns: talk to me on xfire
fine Ill fuckin uv it faggs
:]
peer pressure
I'd like to hear what he thinks about it...
I just think it could look better then it does now is all.
I didn't make the shader, Sel did.
Well then Sel could probably fix it. Whatever the problem was.
Get someone to UV it, because I definitely don't know how then.
Wow you really went to town.
lookit this mess :smith:
EDIT:
I changed the waterfall again.
- removed the details from the main waterfall mask as they betrayed the sense of movement
- added a sheets mask to the white water that gives large-scale variation
- replaced one of the maps on the shader behind the white water to look more like waves and less like splashy water
It has a greater sense of movement now, I just need to adjust the model a bit more to fix the uv's and that visible edge.
Con, what would be the reason that the waterfall doesn't show up in Sapien or the game for me? I used a recent build that Sel sent me and he said the waterfall showed up fine for him.
Ohh nice waterfall.
If what you say is true, you would see it. Therefore, you're doing it wrong.
No, I may unintentionally be doing something wrong, though I am fairly sure I am doing everything correctly. Sel sent me a map and without modifying it at all I couldn't see the waterfall in game, he could. I extracted the contents of said map and could not see the waterfall in Sapien either. This leads me to believe it is something wrong with the map/game, since I never changed anything that would effect the water fall.
So instead of saying "you're doing it wrong", perhaps you can suggest some things that may cause the waterfall to not appear (instead of being totally useless)!
Does camo show up properly for you?
Maybe your graphics card has issues rendering complex skies, or you have an older version of the sky (why would you have this?) that did not have the waterfall in it, and you didn't overwrite it when you ripped the level.
Someone please unwrap this shit.
The new waterfall shaders look strange.. I can't really describe it, the older ones look better.
Think it looks p good!
Seems like maybe the new waterfall is too transparent - not white enough - and the V's aren't as well defined anymore.
Yes I'm avidly aware of those two issues. I have decals disabled and there's a camo fix built into Yelo so that shouldn't be a problem.
I've been able to see the waterfall on older builds.
For some reason, the textures really don't 'pop' to me.
All of the forerunner stuff just seems undetailed.
'heh'
Does it matter? Its a game...
http://img16.imageshack.us/img16/370/capturely.png
:woop:
[14:14] Jcap: any idea what could be causing freelancer's problem?
[14:14] Con: i have an idea
[14:15] Con:
[14:09] selenticthepanda: I might have sent him the one without the waterfall
[14:09] selenticthepanda: I dont remember
[14:09] selenticthepanda: hahah
[14:15] Jcap: oh lol
:golfclap:
edit: ugh lookit me double posting my bad
LOL
Needs moar vidya clip.
I don't know where your getting this information, but as far as I remember, yelo battery release #3 (the latest) did not have a camo fix. DXTweaker dosen't work with it either, so what are you talking about..
E: After looking at this, striaght from the man who made it, it says no where theres a camo fix.
Your camo might be completley fine, my old 9500gt camo worked fine.
note for sel:
my native res is 1920x1200, so I can get you any pictures in that res if you want.