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Zeus05_A Craters and Hills V2.0
Posted: 15 Oct 2007, 22:46
by cronos
The new version with the in the forum suggested changes implemented.
Changed metal to 1.5
Changed wind to 5 to 20
Changed texturing from dark green in the crates to yellow In the hills
Added map description
http://www.unknown-files.net/3660/Zeus0 ... Hills_V20/

Posted: 15 Oct 2007, 23:11
by Cabbage
Just from the pic, looks like it has potential :)
look foreward to playing it
Posted: 15 Oct 2007, 23:15
by Erom
Augh! Now see, this one looks height inverted to me. Oh well, I guess now both versions are out, so people can use whatever they're more comfortable with.
Posted: 15 Oct 2007, 23:58
by Forboding Angel
ok, one thing you MUST do to save us all a huge headache.
Lower your sun height
the tag is:
sundir= x, y, z
Make Y at about .2 or .3
It is waaay too high as it is now and throws perceptions off like crazy. Also, you should darken your shadows to make things more prominent.
Even better yet, if you have EE-Riverdale, just copy the [lighting] Section and paste it over yours. It will help immensely.
Posted: 16 Oct 2007, 00:45
by DZHIBRISH
yes forboding is right.Its still not finished..
in game
Posted: 16 Oct 2007, 00:46
by cronos
The previous image is only the minmap without lighting this is the map in the game with the sun and shadows and so on.

Posted: 16 Oct 2007, 06:54
by Pressure Line
pinstriping D: not much you can do about that though im afraid

Posted: 16 Oct 2007, 09:06
by Sheekel
Awesome stuff, interesting map to play.
Cronos, your first few maps are on par with some of the best mappers in the community. I'm really looking forward to seeing some more of your work.
Posted: 16 Oct 2007, 10:10
by hunterw
Forboding Angel wrote:ok, one thing you MUST do to save us all a huge headache.
Lower your sun height
the tag is:
sundir= x, y, z
Make Y at about .2 or .3
It is waaay too high as it is now and throws perceptions off like crazy. Also, you should darken your shadows to make things more prominent.
Even better yet, if you have EE-Riverdale, just copy the [lighting] Section and paste it over yours. It will help immensely.
i...agree...with forb?
stranger things have happened
you could texture burn it too for all the people that don't run shadows - it would show up on minimap then. it's a PITA to line up the sun exactly with your burn though. for an example how to not do it correctly look at DSD
Pressure Line wrote:pinstriping D: not much you can do about that though im afraid

compile with L3DT
Posted: 16 Oct 2007, 14:59
by RogerN
From your screenshots, it looks like your sun position does not match up with your texture. In other words, it looks like your map texture was rendered with the sun in one position, but the Spring settings put the sun in a totally different position.
It looks like there are shadows coming from both the north and the south, depending on where you're looking...
Posted: 16 Oct 2007, 16:14
by Forboding Angel
hunterw wrote:you could texture burn it too for all the people that don't run shadows - it would show up on minimap then. it's a PITA to line up the sun exactly with your burn though. for an example how to not do it correctly look at DSD

I agree.
hunterw wrote:
Pressure Line wrote:pinstriping D: not much you can do about that though im afraid

compile with L3DT
^^^ I was wondering if anyone else had noticed that

Posted: 20 Oct 2007, 10:06
by NOiZE
Nice map, really nice!
Keep up the good work!