I'm tired so no lots of talking or anything on release post. Suffice it to say, removed the texture flaws (black holes), and ssmf'ed the hell out of it. Shit looks great now.
OLD SCREENSHOTS (depicting this map and a several year old version of evo) for the sake of comparison
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Ok, just uploaded a new version. Fixed the white holes, and fixed a bunch of fuckups in the splat distribution as well as figured out that spat distribution definitions must always be square even if the map is non-square, so shit looks a lot better now. Lowered the sun angle even more, which combined with my latest texture edits produced a really nice effect from overhead view. Also, shinyness will visibly change depending on the angle of the camera now, and overall on that front it looks a lot better.
I didn't bother taking new screenies, but this one should suffice. As you can see, the whiteout is dependent upon camera position (because it's the equivalent of the terrain reflecting light back at the camera because the sun is in the perfect position for it.
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
Please look at it ingame wombat and report back what you think
Keep in mind the screens were from v4, and v5 has a lowered sun angle and better splat distribution.
The shine was supposed to be similar to the dull shine that you get from polished concrete. Fuck if I know where to find a picture explaining what I'm talking about (sadly) so I'm hoping that you guys know what I'm talking about.
All these screens were taken from angles that pronounce the shine (because it looks neat ), but you can figure that for the most part, they are extreme examples... more or less anyway.
If it's still too much I can play with the specular a bit and see what I can do.
Edit: While you're at it, register it with springie for me
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