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Re: moonbase map concept
Posted: Sun Nov 10, 2013 10:35 pm UTC
by bsp1t
lol all that work and thats all i get? I made a treepack and did the map in blender, along with shaders etc..Do You know how hard it is to get a sky, multiple shaders, 3ds models, normalmaped and lightmapped shaded all to play nice and cast and get shadows plus clipping the models? The shader file alone is worthy of an essay!
Cmon the telenode? Thats just an insult.
Re: moonbase map concept
Posted: Sun Nov 10, 2013 11:23 pm UTC
by Anomalous
Re: moonbase map concept
Posted: Mon Nov 11, 2013 7:37 am UTC
by Ishq
Looks good. This is interesting precisely because you're using blender to do a lot of the mapping. Any chance of seeing those trees normalmapped?
Re: moonbase map concept
Posted: Mon Nov 11, 2013 7:48 am UTC
by bsp1t
Re: moonbase map concept
Posted: Tue Nov 19, 2013 5:50 am UTC
by bsp1t
Finally got the sun/sky/skymap talking nice. I improved the skymap, and cleaned up the textures....
Is this the moon?
Re: moonbase map concept
Posted: Tue Nov 19, 2013 6:01 am UTC
by kharnov
That's some really nice terrain.
Re: moonbase map concept
Posted: Tue Nov 19, 2013 8:06 am UTC
by ViruS
kharnov wrote:That's some really nice terrain.
++
Its resolution is a bit low, but I guess the texture-r can always add rock-noise and/or more curves into it or something.
Does radiant have a random-surface generator? I've never seen such a thing, and can only think of ingar's method.
Re: moonbase map concept
Posted: Tue Nov 26, 2013 1:57 am UTC
by bsp1t
Re: moonbase map concept
Posted: Tue Nov 26, 2013 2:36 pm UTC
by StalKermit
Soon enough it will look like Skyrim. Keep going.
Re: moonbase map concept
Posted: Tue Nov 26, 2013 2:49 pm UTC
by Tom