some more work on this steampunkish train thingy ive been making on my free time(i might actually get enough time to start on the engine and steam pipings on my winter break ) still 100% diffuse,no baked lightmaps yet either.
I wasn't aware of the limitations in your engine. If it will have multi-textural blending later, then I'd just wait on the path. It would just improve the scene. I would round out the stalagmite more. On the tips and the sides. Not sure where your poly limitations are though.
Heres a helmet for a nod minigunner in Command and Conquer. Im doing the high rez first for baking into the texture. Im going to make a normal map too, even though the model wont have when in the engine its goin into. Creasing in Max 7 rules!!! -Nathan Lange
yo DT That looks cool but I don't think it has enough space for the engine. I like how the rear mud guards move with the suspension (from what I can tell) but the front wheels would rub against the bodywork when the suspension is compressed. Tink abour it
No idea but looking through the sdz (zip) and sd7 (7z, 7-zip) files might be worth a try. I'm not planning on custom maps yet, there are so many maps for the engine already I don't see why I should and I don't think I'd make a good map designer.
@johny: of course it's because of the uv splits i made, but i can't unwrap without having splits somewhere. And normally that shouldn't be needed, i mean it should be normal, i worked with engines 2 years back with way less features but no such issues with normalmaps. Even the maxshaders bei Ben Cloward can handle it and…
[ QUOTE ] Here's a screenshot of the mod I've been working on. Using Sauerbraten as the game engine, and I've been working on replacing all of the default assets. (so that I won't be stepping on any other artists' toes) This is a pic of the menu system. [/ QUOTE ] Ha, Sauerbraten rocks! Got any more details on the mod?
[ QUOTE ] Hey Johhny what is your lighting set up? how do you get that awsome sort of bloom from the back light? is it in some engine? [/ QUOTE ] Probably omni lights and a photoshop "glow" filter, he once told me about it but my attempts to use it never worked out that good.
That's a nice looking map warby, I've only recently gotten back into mapping for the source engine and you've really inspired me. Though there's a seam in your 3D Skybox, where the gradient sky and mountains reach the buildings (3rd pic in your post). Any chance or posting a link to the actual map to playtest? -caseyjones
how would i create the illusion of a worn path using a tileing texture on a mesh with no multi-texture blending support in the engine yet? i may do that tonight. and what do you suggest i do with the stalagmites? just take the top vert and move in down to sort of dull the top edges/points?