Deserted Third

Deserted Third

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zoggop
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Deserted Third

Post by zoggop » 25 Feb 2014, 07:26

Last edited by zoggop on 14 Mar 2014, 09:59, edited 3 times in total.
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Funkencool
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Re: Deserted Third

Post by Funkencool » 25 Feb 2014, 08:08

Nicely done. I definitely prefer this one to the old one.

The metal spots also look much better than the previous shot :-)
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zoggop
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Re: Deserted Third

Post by zoggop » 25 Feb 2014, 10:26

and then i turned off advmapshading and hit f1 where i found HEIGHTMAP STEPPING (of the 8bit variety). i forgot mapconv only likes .raw for 16 bit
fixed in springfiles upload (v2 now)
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zoggop
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Re: Deserted Third

Post by zoggop » 28 Feb 2014, 11:30

v3! goal of this map seems to be the blingiest metal spots

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zoggop
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Re: Deserted Third

Post by zoggop » 12 Mar 2014, 00:20

shinies

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Jools
XTA Developer
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Re: Deserted Third

Post by Jools » 12 Mar 2014, 00:34

Wow! How did you do that? Specular light?
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zwzsg
Kernel Panic Co-Developer
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Re: Deserted Third

Post by zwzsg » 12 Mar 2014, 00:43

Are you sure sand is that shiny?
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smoth
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Re: Deserted Third

Post by smoth » 12 Mar 2014, 01:04

some is.
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zoggop
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Re: Deserted Third

Post by zoggop » 12 Mar 2014, 04:46

i was hoping for vein of metallic rock rather than inexplicably shiny band of sand

(jools, yes, i'm trying out a specular map based on height stratification)
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Forboding Angel
Evolution RTS Developer
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Re: Deserted Third

Post by Forboding Angel » 13 Mar 2014, 07:08

Jools wrote:Wow! How did you do that? Specular light?
Yeah, that's what I started doing on my maps a while back... just use specular to make metal spots obvious. It's a good method.
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zoggop
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Re: Deserted Third

Post by zoggop » 14 Mar 2014, 09:57

v4

i got rid of the shiny veins, giving them splats that looked fitting but didn't clash with the rest of the map was driving me insane. the other rationale was, the shiny spots should signal metal value.

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