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Posted: Fri Dec 18, 2009 8:41 pm
by Gary
I know if I split up the displacements I can up the light map scale, but then I would have to redo tons of work to fix them.

Posted: Fri Dec 18, 2009 11:03 pm
by BigFoot
to fix the displacements you mean?

ust split them in a way that edges that are neighbours are of the same length. then you won't have to fix anything, just hit the sew button once again and you're done. then again it's not useful to split the ones on which there's no shadows. so i'd kinda just start from where the shadow is cast and decide which are to be split and which aren't.

i only want to help you, not meaning to cause loads of extra work for you lol

well in the end it's your decision

Posted: Fri Dec 18, 2009 11:29 pm
by shiftey
helpful tips regarding displacements:

-Make displacement 512x512 or 1024x1024 blocks.
-When making complex displacements, make sure the vertices of each displacement line up with those of the block next to it.
-Make sure the subdivisions match. (grid boxes should line up perfectly with those of the block next to it)

Posted: Sat Dec 19, 2009 12:35 am
by Vasili
Is it just me, or is Bigfoot some sort of interactive manual when it comes to mapping?

Posted: Sat Dec 19, 2009 1:42 am
by Gary
All of those were generated with disgen, you just make a hightmap and it creates displacements for you. As doing all of those my self would take for ever.

Posted: Sat Dec 19, 2009 4:10 am
by Shana
Gjsdeath wrote:All of those were generated with disgen, you just make a hightmap and it creates displacements for you. As doing all of those my self would take for ever.
Eh no, not really. You know you can set the painting radius as high as you want and then get the same results in a pretty short time as well?

Also reposting this because i was one of the last to post on last page.
W0rf0x wrote:Haven't posted for way too long, so here's some hammered npc i'm working on.

Image

Image

Image

Posted: Sat Dec 19, 2009 5:15 am
by Axel_m3sh
I think everyone is making huge boss battles now adays lol

Adds more fun and a challenge :D nice job on the enforcer w0rf0x

Posted: Sat Dec 19, 2009 9:34 am
by JerC
Awesome..

Posted: Sat Dec 19, 2009 10:36 am
by fug4life
Nice W0rf0x.

@Garry, I love the dispgen and Heightmap technique. I think for deserts it really does a better job than painting (Though I haven't used it, Ive seen a couple of other maps with).
So don't listen to them :)

And yeah you can increase the radius and height to paint quickly in hammer. But for what your doing I'd stick with the generator.

Edit:Accept I dont know how heightmap affect you light maps:S, so I'll shut up.

Posted: Sat Dec 19, 2009 4:34 pm
by Vasili
W0rf0x, that Enforced needs to be added to the game.

Posted: Sun Dec 20, 2009 8:55 pm
by BigFoot
fug4life wrote: Edit:Accept I dont know how heightmap affect you light maps:S, so I'll shut up.
it doesnt

only size of a face or displacement and lightmap scale affect the lightmaps

and the spread agnle key for the light environment

if a disp is too big and you set its lightmap scale too lsmall then hammer wont really compile or the game will crash on map load.
ive had that a couple times

Posted: Tue Feb 02, 2010 6:57 pm
by fug4life
I'm probably going to get some 1.35 features into my maps and bug fix some of them/ make changes whilst I'm at it.
I've touched the subject of overviews recently, and whilst playing around I decided to create a couple from scratch.

Image
By fug4life at 2010-02-02

I wanted to make it a bit different and started thinking along the lines of map 'blueprints' alas they didn't quite turn out how I wanted and the text looks a bit rubbish.

Image
By fug4life at 2010-02-02

Colour or blueprint - which do you prefer?

Posted: Tue Feb 02, 2010 7:20 pm
by Shana
I like the normal overview better.

Also good idea, people sometimes tend to get lost in that map.

Posted: Tue Feb 02, 2010 7:26 pm
by fug4life
W0rf0x wrote: Also good idea, people sometimes tend to get lost in that map.
I lol'd indeed they do, I kinda figured if any of my maps needed the overview it was this one.

Posted: Tue Feb 02, 2010 7:32 pm
by Datastream
This one I got lost in warmachine. Had no idea what to do since the enemies just kept on coming. :p Eventually shit happened and bam! This one door opened. :p

Are those overviews made automatically or manually?