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Thread: itt: sel begins unwrapping cliffs, makes shitty map better

  1. #211
    Senior Member Lightning's Avatar
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    Re: [WIP] Revelations

    Quote Originally Posted by Ki11a_FTW View Post
    The water will look that way if you have it set in the material to render both sides(%). Make sure that, that is off.

    Should look like: Water!$

    Yes. See, the water shader is set up so it renders on both sides of the plane, but adding the doublesided flag to the material makes too add polys to each side of the plane on export.

    You doublesided a doublesided, so you get two water planes rendering over top of each other.

    As for the glass issue, I had to do a bit of tweaking on my video drivers to get them to install properly; I am also running win7 x64, so that could potentially be causing that issue.
    Last edited by Lightning; May 10th, 2009 at 11:56 PM.

  2. #212
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: [WIP] Revelations

    What is the deal with that rainbow affect on the glass? It looks so bad ingame D:

  3. #213
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    Re: [WIP] Revelations

    Quote Originally Posted by Ki11a_FTW View Post
    The water will look that way if you have it set in the material to render both sides(%). Make sure that, that is off.

    Should look like: Water!$
    That fixed it, thankss

    Quote Originally Posted by Lightning View Post
    Yes. See, the water shader is set up so it renders on both sides of the plane, but adding the doublesided flag to the material makes too add polys to each side of the plane on export.

    You doublesided a doublesided, so you get two water planes rendering over top of each other.

    As for the glass issue, I had to do a bit of tweaking on my video drivers to get them to install properly; I am also running win7 x64, so that could potentially be causing that issue.
    Would you be able to give me a bit of help as to what you did to fix the glass issues?

    Quote Originally Posted by n00b1n8R View Post
    What is the deal with that rainbow affect on the glass? It looks so bad ingame D:
    No idea, hopefully it'll all get fixed when we get the new glass bitmaps done.

  4. #214
    Senior Member Geo's Avatar
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    Re: [WIP] Revelations

    Does the ground texture still need to be done?

  5. #215
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    Re: [WIP] Revelations

    Quote Originally Posted by Geo View Post
    Does the ground texture still need to be done?
    I'm still making alterations to the terrain, so yeah, the only thing we have right now is a tiling placeholder

  6. #216
    Senior Member Lightning's Avatar
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    Re: [WIP] Revelations

    I'd be glad to try to help. Try, though, setting your bitmap to compile with interpolated alpha and recompile, see if that helps.

    It's not possible, unfortunately, to do bumped glass shaders in CE. PC can, but due to the shader engine work, CE doesn't seem to support it.

  7. #217
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    Re: [WIP] Revelations

    Quote Originally Posted by Lightning View Post
    I'd be glad to try to help. Try, though, setting your bitmap to compile with interpolated alpha and recompile, see if that helps.

    It's not possible, unfortunately, to do bumped glass shaders in CE. PC can, but due to the shader engine work, CE doesn't seem to support it.
    That's news to me, considering the bump maps show up on my laptop :S

    But yeah, I'd love your help with that; pretty sure you already have my aim, if not it's in my profile

  8. #218
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: [WIP] Revelations

    I can see the bumped glass as well, but the cubemaps always come out in some trippy rainbow fashion.

  9. #219
    chilango Con's Avatar
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    Re: [WIP] Revelations

    Quote Originally Posted by Lightning View Post
    I'd be glad to try to help. Try, though, setting your bitmap to compile with interpolated alpha and recompile, see if that helps.

    It's not possible, unfortunately, to do bumped glass shaders in CE. PC can, but due to the shader engine work, CE doesn't seem to support it.
    holy shit, its lightning

  10. #220
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    Re: [WIP] Revelations

    Thanks to all of you who played it today, we got a lot of heatmap data that's helping us make the appropriate alterations to the map. This shit really helps a lot.

    Here's some very incomplete heatmap data here.



    There's a lot more than what is shown here, however something got fucked up with the heatmap generator so theres some funky objs there that are giving us really odd data (kills and deaths way outside of the map)

    Most of what is missing here is in the second obj that was generated, but as I said that's not in here

    What I'm doing now is finishing up the middle area pit to be a lot more interesting for gameplay, but otherwise I'd say everything was fairly well balanced. The walking path is very reasonable once the gates have been opened, and the teleporter that goes right to the flag didn't cause any issues either. Hopefully the only changes to gameplay we make from this point on are minor, and we can get onto finishing up the level geometry and detailing (especially portals). I'm also considering gravity lifts to replace the ladders in the middle if we can find a way to make them sync.

    Anyway, thanks again for all the data you let us collect today, it's making my job way easier

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