Flat? What would you improve here? I already use a bevel on it but when it is too strong it looks unnatural.
Edit: ok I pimped the cobblestone, better?
![]()
Flat? What would you improve here? I already use a bevel on it but when it is too strong it looks unnatural.
Edit: ok I pimped the cobblestone, better?
![]()
Last edited by Krischan; 27th Apr 2011 at 16:59. Reason: added image
Kind regards, Christian
Atta Way, Baby!
Yes, it is very easy if you keep the distances between the beams constant so that you can vary the house just switching the UV coordinates of the texture, horizontal and vertical. As a free gift, here is the texture of the house from the last screenshot that you get an idea how I made it (and can play yourself with it):
![]()
Kind regards, Christian
Atta Way, Baby!
Awsome
Do you already know when it will be finished (roughly) ?
... up and online
Nope, it's done when it's done :-) The next step is to create rows of different houses/depths along the streets, mixed with non timbered houses. The hard part here is that they don't look too rural, more urban, not repeating and don't hit the FPS too much.
Kind regards, Christian
Atta Way, Baby!
looking good !
Good luck with it, impressive tex work
I'm not quite sure what you mean - I added now tesselation and lightmapscale to the ground (we're talking about the cobbles surrounding the well, not the sidewalk, right?)
![]()
Kind regards, Christian
Atta Way, Baby!
Cool work there, you mind if I use that texture? I'm making a German town map and would really add some variety![]()
ETQW Mediocre Club
Krischan: Your map looks so far so good, very detaild, thats a big plus!![]()
Krischan your map looks really good! Awesome stuff! It's like another engine,colors are great, lighting too.What lighting settings do you use for this?(lightmaps stuff, surfacelights/lights, skybox...)
I'm really impressed by those screens!![]()
By the way, I would like to know the names of the maps:
http://www.splashdamage.com/forums/s...&postcount=321
http://www.splashdamage.com/forums/s...&postcount=459
Thanks in advance
I couldn't find the names![]()
@IndyJones: ah now I know what you mean - I must check this out - the streets in real Frankfurt are not very uneven in this area.
@Chris: that's why I said "as a free gift" - use it if you want
@BlackSnip3 / all: I assure you that this is the plain ET Quake 3 Engine, only with lightmaps :-) But look yourself - I decided to give away a simple house sandbox with all additional textures, shaders and the source map free to study or use (read the fachwerk_readme.txt included), and please don't throw handgrenades in my well :-P
I would be happy if you credit me if you decide to use it in your own projects.
Click the image to download the PK3 (1MB):
Last edited by Krischan; 28th Apr 2011 at 17:14.
Kind regards, Christian
Atta Way, Baby!
Yeah it's interesting me, thanks
I'm no pro at lighting but I experimented some stuff recently, with no surfacelights
2011-04-28-173814-testbox.jpg2011-04-28-150056-testbox.jpg
More stuff very soon on pointe_du_hoc topic![]()
A little update, havent had so much time to work on the map as I wanted, and I keep getting new ideas. :/
Added some extra details to the main objective area:
Axis spawn:
Area that lead the allies into the old mine:
![]()
It's amazinggreat work!
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