Darth_Bothersome Posted February 11, 2014 Share Posted February 11, 2014 dat parallax tho Link to comment
Omicron Posted February 11, 2014 Share Posted February 11, 2014 Looks amazing, great work! Link to comment
Szico VII Posted February 19, 2014 Author Share Posted February 19, 2014 Bane_Ross, Omicron, Circa and 1 other like this Link to comment
ent Posted February 20, 2014 Share Posted February 20, 2014 Water with distortion? o_O Link to comment
Raz0r Posted February 20, 2014 Share Posted February 20, 2014 Looks like a good environment map, rather. Link to comment
Kessno Posted February 20, 2014 Share Posted February 20, 2014 Fantastic architectural work! Then again, your maps have always had great designs to them. In your latest post Szico, the first two photos you posted are using rend2 and the last are the base game? In the 2nd from the top photo, on the shot with the pillars, is the water shader still in development? Besides the reflection/effect next to the candles it's rather hard to even tell that there is water across the floor. Also, on the right column, the middle cutout looks like it's a lot darker than the rest of the cutouts around the column. It's also apparent on the very base of the pillar, where on the left side it looks like a dark shadow and then to the right of that it immediately cuts off and goes back to the regular texture. Szico VII likes this Link to comment
MoonDog Posted February 20, 2014 Share Posted February 20, 2014 Fantastic architectural work! Then again, your maps have always had great designs to them. You mean they are pretty. Omicron likes this Link to comment
Szico VII Posted February 25, 2014 Author Share Posted February 25, 2014 Looks like a good environment map, rather. No, there is some distortion --> Using shaders effects to fake a dynamic refraction though. http://youtu.be/EDJylKk4cxc Stoiss, minilogoguy18, Darth_Bothersome and 4 others like this Link to comment
Botdra Posted February 26, 2014 Share Posted February 26, 2014 So for someone who has avoided shaders like the plague since he started modding, what's going on here? I know it's a rather broad question but just curious as to what kind of effects are being utilized and in what combination for the different parts of the map. Some of these effects are just gorgeous. Link to comment
Szico VII Posted February 26, 2014 Author Share Posted February 26, 2014 Theres...a lot going on, Did you have some specific ones in mind? Link to comment
Stoiss Posted February 26, 2014 Share Posted February 26, 2014 now we just need cloth physics for the flags looks really awesome Link to comment
Szico VII Posted February 26, 2014 Author Share Posted February 26, 2014 Finally happy with the first room....second room to start soon. Futuza and therfiles like this Link to comment
eezstreet Posted February 26, 2014 Share Posted February 26, 2014 I'm confused, why is the Earth visible? Columbia wasn't that high up. Link to comment
Szico VII Posted February 26, 2014 Author Share Posted February 26, 2014 Temporary skybox Link to comment
Botdra Posted February 27, 2014 Share Posted February 27, 2014 I'm mostly curious about the water effects, both the water on the ground and the waterfall effects. Very realistic. I'd also like to know what you're using for the candle effects, would love to implement that into the Castlevania mod. Link to comment
Szico VII Posted February 27, 2014 Author Share Posted February 27, 2014 I used alpha fades for the waterfall with an overlying foam shader (tcmod scroll) and that one isnt lightmapped as I havent figured out how to lightmap a transparent and blended surface... The water on the floor is lightmapped, with an envmap, a glow env map, a caustic effect shader and some displacement of the vertices using deformvertexes. Also tesssize 32 to increase tris count and make the env map look better. I plan to improve the candle effects but its basically an animmap with around 16 stages Link to comment
Langerd Posted February 28, 2014 Share Posted February 28, 2014 When i am looking at this... Man... So much diffrences between normal jk3 mapping and Your epic work. Fantastic job man. Link to comment
Szico VII Posted February 28, 2014 Author Share Posted February 28, 2014 Bane_Ross, Futuza, Omicron and 6 others like this Link to comment
Langerd Posted March 1, 2014 Share Posted March 1, 2014 now we just need cloth physics for the flags looks really awesome Hmm water shader (a yavin water i think) Have a moving effect and it would be nice for flags Link to comment
MoonDog Posted March 1, 2014 Share Posted March 1, 2014 Hmm water shader (a yavin water i think) Have a moving effect and it would be nice for flags Cloth physics. Not deform vertices. Link to comment
Pande Posted March 2, 2014 Share Posted March 2, 2014 Could make a custom NPC flag playermodel with animations and spawn it as an unkillable NPC in the map and surround it in a brush so it can't be targeted by crosshair. Btw, what's going on with the right side of the top of this arch?https://jkhub.org/images/CVzLXH7.png Link to comment
lil_binger Posted March 2, 2014 Share Posted March 2, 2014 Looks great man. I am doing a little something similar making a candle flame. You've got a few there I see. I would like to see a little variance with them. It would give it a little more realistic feel to them. With so many maybe having 3 shaders mixed around in there to make them look a little different I think would be awesome. I've been busy just testing shaders and fog and stuff for the last few days not getting much structural work done until today. It takes a lot of time to get a simple looking shader to look just perfect. Nice work! Link to comment
AshuraDX Posted March 2, 2014 Share Posted March 2, 2014 I'd guess a rancor class npc could work pretty nice for a flaf as it cant be pushed around , just make it team_neutral and it should stay in place aswell Link to comment
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