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

  1. #761
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    Re: [WIP] Revelations

    So con got around to texturing that waterfall thing



    I'm assuming this is the correct colour it's supposed to have, how do we deal with that black line at the back of the geometry where it's supposed to fade into the regular water.



    ...and how do we fix it rapidly changing between not transparent at all, and normal?

    EDIT: I think I may have fixed it myself, give me a few minutes to see what I can do.

  2. #762
    Has no custom user title UnevenElefant5's Avatar
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    Re: [WIP] Revelations

    Oh wow that is an epic waterfall.

  3. #763
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    Re: [WIP] Revelations

    I fixed the issue, will post fixed pics in a bit.

  4. #764
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    Re: [WIP] Revelations



    The bottom still has some issues, and I've got to make something between this and the sky, otherwise you can see it through the water.

    E: Ignore the white line around the top, the mist shader is still fucked.

    EE: Fuck it, it's all still wip.
    Last edited by Sel; September 10th, 2009 at 09:02 PM.

  5. #765
    Untruely Bannable~ Inferno's Avatar
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    Re: [WIP] Revelations

    That will look so cool when I make the unreal 3 version. With my new mesh breakdown system of course.


  6. #766
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    Re: [WIP] Revelations

    heh

  7. #767
    Movie Maker Siliconmaster's Avatar
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    Re: [WIP] Revelations

    Wow, that last picture looks soooo much better. Beautiful, actually. Improve on that and I'll be standing there admiring it during games. :P

  8. #768
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    Re: [WIP] Revelations

    Quote Originally Posted by Siliconmaster482 View Post
    Wow, that last picture looks soooo much better. Beautiful, actually. Improve on that and I'll be standing there admiring it during games. :P
    Oh believe me, I intend to heh.

  9. #769

    Re: [WIP] Revelations

    Will I NEED A DISPENSER HERE ?

  10. #770
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: [WIP] Revelations

    ffffffuuuuuuuuuuuckkkk...

    The stentilels are still ruining the view though -_- (they look well drawn and all Con but totally out of place and fake at that distance).
    Couldn't you just model them as an animated part of the BSP way at the back of the level? (then you'd have proper lighting and they'd look like they're actually 3D and everything, you could even get away with low-res textures at that distance).

    Same goes for high-charity (but just scrap it )

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