Author |
Message |
Baldwin
Lost Soul
|
Friday, January 22, 2010
hey I have been throw some tutorials for 3ds max and um making a map this is what I have so far ..tell me what you guys think
|
naturemon
|
Friday, January 22, 2010
Is that map to scale....?
If it is it needs A LOT more than a few hills..
Edit: Also needs a good skybox
|
Baldwin
Lost Soul
|
Friday, January 22, 2010
naturemon wrote : Is that map to scale....?
If it is it needs A LOT more than a few hills..
Edit: Also needs a good skybox
thanks for reply ill um going to add some more hills to it... think I should add some water to it?? or just some houses an other terrains objects?
|
UlrichZuko
|
Friday, January 22, 2010
bui di need to trow some gals in da you c
|
Baldwin
Lost Soul
|
Friday, January 22, 2010
here is an update I added some water
|
Esman
|
Saturday, January 23, 2010
Nice!
|
Malek
|
Saturday, January 23, 2010
little advise: make the map circular because it look like a box
|
NabaKonvecit
|
Saturday, January 23, 2010
cool good job release this version if you can and you should add some I don't know like a gravity thingy to make the player holds still on the terrain
|
Baldwin
Lost Soul
|
Saturday, January 23, 2010
nabako wrote : cool good job release this version if you can and you should add some I don't know like a gravity thingy to make the player holds still on the terrain
okay do you know how to do that
|
NabaKonvecit
|
Saturday, January 23, 2010
I don't know go look it in 3dsmax tutorial thingy you said about in the start of the topic and add me in msn here is my email [email protected]
|
UlrichZuko
|
Saturday, January 23, 2010
Whearee da gals at byouI?!!
|
Ameon
|
Saturday, January 23, 2010
cool map..
|
Ameon
|
Saturday, January 23, 2010
UlrichZuko wrote : Whehearee da geeals at byouI?!!
*ponders*.. English please!!!!
|
Lfs
Z Artist
|
Sunday, January 24, 2010
Dude, again, model maps by HAND, instead using those displacement maps, don't you understand that?!
|
Zeth
The Admin
|
Sunday, January 24, 2010
Actually, a lot of Quake 3 maps are based on heightmap data. Even the early ZEQ2 maps were. Nothing wrong with the approach in itself, but you will get more fine-tuned results from using a box-modeling or similar approach.
|
Lfs
Z Artist
|
Sunday, January 24, 2010
Zeth wrote : Actually, a lot of Quake 3 maps are based on heightmap data. Even the early ZEQ2 maps were. Nothing wrong with the approach in itself, but you will get more fine-tuned results from using a box-modeling or similar approach.
I know, Zeth, but his displaced mesh seems to be way too low poly plus he probably used a low res heightmap. Of course, height mapping approach is a good one, but it still requires some tech knowledge and understandment of 3D workflow.
|
najeeb
My Sir
|
Sunday, January 24, 2010
sorry 112233 but this map cannot be used in my version
|
Tsuna
|
Sunday, January 24, 2010
Looking promising.
|
Damaera
|
Sunday, January 24, 2010
11112233 wrote : here is an update I added some water Wow, that's really high poly, especially for a terrain like that. I recommend you find a new method to create your maps, because that has a stuff ton of wasted polies. Also, you don't add water like that, you just created a water plane, added a solid color to it and applied some settings to the color to make it look pretty in the render.
|
Baldwin
Lost Soul
|
Sunday, January 24, 2010
so damera how to make the water slash and underground water in stuff
|
Lfs
Z Artist
|
Monday, January 25, 2010
11112233 wrote : so damera how to make the water slash and underground water in stuff
Maybe it's due to effects that are coded in and due to sprites and stuff? Still man, you'd better ask more before you do the stuff on your own. I'm sorry to say this but you need much more knowledge before you can talk so freely.
|
TheXenon
|
Monday, January 25, 2010
You're doing a great job on the map 123, keep it up.
|
Zeth
The Admin
|
Monday, January 25, 2010
Before displacing the terrain, make sure your base shape isn't quite so tessellated (use less length/width segments). Roughly you don't want your map running over 30-60K total if you want fair performance.
As long as your water entity (I recommend using a large box for this and NOT a plane) is set properly, the splash effects from the game will automatically take place.
To do the underwater stuff, just import and place various objects under the water. You won't be able to do a heightmap/displacement map approach for anything really but the base terrain itself.
|
Baldwin
Lost Soul
|
Friday, January 29, 2010
can anyone please help me step by step how to make the water effect I went throw it with a script from MDave and elementx but it didn't work please anybopdy for my sake please helpppp the script on MDave tutorial didn't work either
|