Making the textures seamless on half-walls can be tricky depending on what you want to do with them. If you show me an example of what you'd like to accomplish, I can look into it.
If you show me an example of what you'd like to accomplish, I can look into it.
I made 'half-left' and 'half-right', and use the appropriate one for proper tiling. Since I only need to use one half-wall in any situation, this covers anything I need to do.
What module set are we talking about?
Here are just a few of the pictures. This was just a sample mission I made to test out these modules.
Edited by refl3ks, 31 May 2017 - 06:12 PM.
You've done some creative things with them, and I love the atmospheric lighting you've chosen. I assume you've mapped before?
around a year ago with many breaks in between.
I've made the half-left and half-right models to match 'exteriors/ext_mansion01/ext_mansion01_wall01.lwo'. I'm using this exterior model for both exterior and interior of a stone mansion, with different skins for inside/outside.
I've also made a single halfwall for 'interior_set01', where I'm using different wallpapers, which appear to tile ok on a 64-unit width.
My only feedback/crit is the haze affect around the lights is thats it sticks out like a sore thumb a bit.
Would love to run around inside this map, are there plans to make it into a full mission..?
Very nice shots, refl3ks! That's putting those modules to very good use.
glares that look sorta like what you're using and improved them to be more volumetric and subtle.
@bikerdude I'm planning on making it a full mission, Im pacing myself so that I don't burn out too soon. I also hate that haze, @nbohr1more thanks for suggesting a better one!
We actually already have a very good one, but I would interested to see the one nbohr is referring too..
Are these in the core mod, if not why not?
I think there was a little debate about whether our core assets should have this type of glare.
This was my demo about why I thought it should be the case.
Nobody has commented on the pros and cons of the change in this mission.
That said, I suppose I could create alternate entity defs with "torch_with_3D_glare" names or something like that if nobody objects.
IMO, those lamps don't look bright enough to have coronas that size. The torches look about right though.
here is the latest shot with the recommended light sprite.
It looked amazing before, this is just icing on the cake.
Wow, that's some beautiful fog effects on those rooftops!
Thank you, those previous sprites bugged me !
Thanks! I'm trying to use thief 4 as a graphical reference. I love fog because it adds distance, depth and verticality.
Edited by refl3ks, 04 June 2017 - 11:58 AM.
Far out that is looking amazing!!
I love your use of the fog to detail depth and use of lighting as well.
Thank you. I'm just hoping it will run on majority of computers. I have a 980 ti and I don't have any performance dips just yet.