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Thread: Project Aftershock

  1. #171
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by SnaFuBAR View Post
    you need undercuts, insets, more detail all over. your geometry, overall, is underwhelming.
    Ok, I'l have to see what I can add to increase the definition but I don't want to add detail for adding details sake if you know what I mean.
    On that note;

    Quote Originally Posted by Cagerrin View Post
    but it doesn't look anything like those walls.

    (if it did it'd look plenty forerunner)
    Ok, I've actually started working on trying to replicate the wall, been busy recently having a overhaul of the entire terrain taking in advice from mech and a few people I know in person to make a better designed map.
    I've actually started on adding vegetation to the map now it's gotten that far so I'm hoping the direction I'm going now will be a large improvement from what I had at the start.

    I've taken cues from Halo, T&R and Tsavo highway for the function and overall look of the map, I've got active scenery being sent in by particle emitters, currently spawning pelicans but that is still subject to change.
    There still needs some work admitedly in the center of the level such as hills that need smoothing out as well as various smaller issues like on some cliffs there is obvious triangulation, that will all be cleared in due process.

    As for now, seeing as a single picture won't do enough to show of the progress that has been made, I've made a video to show case various parts of the level, Yes I am very much aware the first base still needs more detail, I'm planing a teleporter pad being built in to teleport you to other locations so please, take that into account as I am very interested in the crit on the project thus far.
    Overhead view and video below.

    Last edited by =sw=warlord; May 27th, 2010 at 07:00 PM.
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  2. #172
    Glorious Beacon of Light Disaster's Avatar
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    Re: Project Aftershock

    You need to look into building separate meshes for your cliff geometry. The in engine terrain for the cliffs just isn't cutting it. I also recommend adding more geometry detail to the forerunner. Its really bland right now.
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  3. #173
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    Re: Project Aftershock

    Even though there is alot to be done, I am seeing a little bit of an improvement in you and this mod. Keep working hard, and listen to Disaster and everyone else.
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  4. #174
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Disaster View Post
    You need to look into building separate meshes for your cliff geometry. The in engine terrain for the cliffs just isn't cutting it. I also recommend adding more geometry detail to the forerunner. Its really bland right now.
    I agree with the cliffs, and been thinking the same myself for a while, I've been experimenting with a few other tools for uses their not designed for such as the rock outcrops were made using the river tool
    For the forerunner geometry what kind of detail's would you suggest?
    Reason I'm asking this is I would like to retain the, how do I put it, not simplicity but style of HCE, not the bevel and extrude frenzy that was Halo 2 and 3 if you get what I mean.
    Detail for definition sake not detail for detail sake.
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  5. #175

  6. #176
    Untruely Bannable~ Inferno's Avatar
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    Re: Project Aftershock

    This is much much better than before you really made some improvements with this. Lighting is the only thing that really needs improvements (besides the cliffs as stated). I suggest increasing the contrast of sun and shadow.
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  7. #177
    Glorious Beacon of Light Disaster's Avatar
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    Re: Project Aftershock

    I'd also like to add that darkening some of the forerunner textures might make them more aesthetically pleasing. They are to bright at the moment.
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  8. #178
    Senior Member =sw=warlord's Avatar
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    Re: Project Aftershock

    Quote Originally Posted by Disaster View Post
    I'd also like to add that darkening some of the forerunner textures might make them more aesthetically pleasing. They are to bright at the moment.
    I'm planning on increasing the contrast as it is, I'm not too sure simply darkening the bitmaps would do as it's more contrast that's really needed, might take a look at the specular and see what i can get with them.
    Out of curiosity, what would people prefer in the sky?
    I've currently got a Longsword, a CCS cruiser and a Halcyon cruiser in terms of what could be flying over the skies, at the moment I'm simply using the stock pelican.
    I would like to know what people think would suit the level better in terms of what flies over, I could if there was enough support, put a flock of sentinels flying over every few minutes instead of the above.
    What I want to do is make the level seem "alive" make it seem like it's bristling with activity instead of it just looking like a pretty place to shoot things in.
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  9. #179
    Glorious Beacon of Light Disaster's Avatar
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    Re: Project Aftershock

    Add the ring to the sky.
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  10. #180
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    Re: Project Aftershock

    Quote Originally Posted by Disaster View Post
    Add the ring to the sky.
    That's definitely going in, don't worry about that, sentinels, longswords, covenant ship cruisers which do you think would suit better?
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