Deserted Third
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Deserted Third
Last edited by zoggop on 14 Mar 2014, 09:59, edited 3 times in total.
- Funkencool
- Posts: 542
- Joined: 02 Dec 2011, 22:31
Re: Deserted Third
Nicely done. I definitely prefer this one to the old one.
The metal spots also look much better than the previous shot
The metal spots also look much better than the previous shot
Re: Deserted Third
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)
fixed in springfiles upload (v2 now)
Re: Deserted Third
v3! goal of this map seems to be the blingiest metal spots
Re: Deserted Third
Wow! How did you do that? Specular light?
Re: Deserted Third
Are you sure sand is that shiny?
Re: Deserted Third
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)
(jools, yes, i'm trying out a specular map based on height stratification)
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Deserted Third
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.Jools wrote:Wow! How did you do that? Specular light?
Re: Deserted Third
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.
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.