| 12-20-2005, 12:32 PM | #2 |
Looking good, really :) May I suggest using an omnidirectional lightmodel for the dreams? thatll make the center of the screen lighted more than the edges, its a really cool effect. |
| 12-20-2005, 01:00 PM | #3 |
Looks sweet :) Also I can agree with inf on the lightmodel, would make it look cool :P |
| 12-21-2005, 05:39 AM | #4 |
Infrane I am on that part,can you explain yourselves a bit further, don't get the point. =) |
| 12-21-2005, 12:38 PM | #5 |
well, if you check my website under tools there's this program that will create lightmodels for you. You could use mine, it doesnt need dll's installed (taken that u have VB6 runtime elements). Or use ghEEd's. gheeds is better than mine, as it can also create omnidirectional lights. Just create some and use the custom script: SetDayNightModels("path","path") to use them. Remember you will have to do double backslashes for each backslash in the path. So war3mapImported\Light.mdx would be: SetDayNightModels("war3mapImported\\Light.mdx","war3mapImported\\Light.mdx") |
| 12-21-2005, 02:10 PM | #6 |
| 12-21-2005, 02:52 PM | #7 |
Intresting Infrane. thanks for the idea ;) |
| 12-21-2005, 03:32 PM | #8 |
Your terraining is getting better! One thing though; it's all too flat. Go over it with the "Noise" tool, then smooth it until the bumps are only just noticeable. Do this for the entire map. It REALLY improves things. |
| 12-31-2005, 08:30 PM | #9 |
Don't do what he said. |
| 01-01-2006, 01:07 PM | #10 | |
Quote:
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| 01-01-2006, 11:46 PM | #11 |
It is a good technique, but never over the entire map, do it in small increments and only in places that makes sense. |
| 01-01-2006, 11:58 PM | #12 |
Work on that tall tree's texture, the trunk is far too flat (solid). |
| 01-03-2006, 05:54 PM | #13 |
I thaught this topic was about players map? =P |
| 01-12-2006, 10:55 AM | #14 |
the screenshots have died, please reupload :) |
| 01-12-2006, 11:18 AM | #15 |
They work for me :S |
