Xcom Posted June 3, 2002 Share Posted June 3, 2002 Can you perhaps send me the PSD of that? I may know how to improve it but there is no way I can explain it. Link to comment Share on other sites More sharing options...
RichDiesal Posted June 3, 2002 Author Share Posted June 3, 2002 is that entry roof thingo a pointy cone tilted on its y axis? or something really tricky? Something really tricky. I actually made a bevel and just dragged its vertices around until it had the right basic shape... Then I duplicated that curve and placed it on top of the old one. I then dragged the vertices of that second curve down to make the "underneath part" of the overhang. That made the left side of the entry. Then I duplicated both of those curves, flipped them on their x-axis, and matched it up to make the right side. Can you perhaps send me the PSD of that? I may know how to improve it but there is no way I can explain it. I can send it, but where to? It'll just be the jpeg, though. And it would be best if you attempted to explain it after you did it, because I'll basically need to do that for every texture. You've probably thought of this already, but what about adding a thin layer of water on the surface of the platform. Then you'll not only have water to splash around in but it should make the platform look wet like it's supposed to. I hadn't through of it actually, but there's a problem there. I haven't been able to make rain work in MP, so it's not there at all... yet. Having a pool of water without rain would make it seem a tad odd. (If anyone makes a rain entity work in MP or has a shader that might handle the job, let me know. ) But I might attempt that in SP... thanks for the suggestion. Link to comment Share on other sites More sharing options...
Xcom Posted June 3, 2002 Share Posted June 3, 2002 I thought you had my email addy xcom@planet.nl Anyway, I have no use for a JPG because I need to work with layers. What I was planning, is play around with that PSD and send it back to you so you can see what I've done. Link to comment Share on other sites More sharing options...
Epimetheus Posted June 3, 2002 Share Posted June 3, 2002 Is it even possible to implement rain in mp? Obviously it is in sp (DIE EVIL SWAMPS! DIE!). Link to comment Share on other sites More sharing options...
pud1 Posted June 3, 2002 Share Posted June 3, 2002 looks great and almost finished vgj Link to comment Share on other sites More sharing options...
Almight Kerjo Posted June 3, 2002 Share Posted June 3, 2002 Alright...After playing around with Photoshop 7 (don't we all have that? ) Try the filter under distort called "Glass" or even "Ocean Ripple". Both kinda give the impression of water, but you'd have to decide for yourself. Link to comment Share on other sites More sharing options...
Cunnah Posted June 3, 2002 Share Posted June 3, 2002 hey do any of you guys think its possible to get a shader to simulate breaking waves? also if you don't mind me asking how have you made the see look like the sea and not some water in the middle of a sky box? Link to comment Share on other sites More sharing options...
fabrikashon Posted June 3, 2002 Share Posted June 3, 2002 You can make that floor a shader and give it a slight reflection map to it as well. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 3, 2002 Share Posted June 3, 2002 Originally posted by RichDiesal Having a pool of water without rain would make it seem a tad odd. Actually, it wouldn't. You see, you'd be fighting right after a rain storm(see where I'm going with this?), so there's still some water on the platform, get it? Duba-duba-duba! Link to comment Share on other sites More sharing options...
RichDiesal Posted June 4, 2002 Author Share Posted June 4, 2002 Hmm... interesting, interesting. Well... Anyway, I have no use for a JPG because I need to work with layers. What I was planning, is play around with that PSD and send it back to you so you can see what I've done. Ah well. It's just a simple graphic, I have no layers to show you. I just used PS for the Noise effects. Alright...After playing around with Photoshop 7 (don't we all have that? ) Try the filter under distort called "Glass" or even "Ocean Ripple". Both kinda give the impression of water, but you'd have to decide for yourself. That...may be what I was looking for. I will indeed mess around with it a bit, thanks. also if you don't mind me asking how have you made the see look like the sea and not some water in the middle of a sky box? Easy...you can't see it. The skybox has a black bottom and the water is completely transparent, so it appears just to be a pit... but when you fall in, you splash and see yourself drown (a falling trigger_hurt 1 grid unit below the surface). Actually, it wouldn't. You see, you'd be fighting right after a rain storm(see where I'm going with this?), so there's still some water on the platform, get it? That actually might not be bad. I've still got a couple of things to try for MP rain, but if all else fails, I might use that... water on the platform doesn't look that bad either... We'll see. You can make that floor a shader and give it a slight reflection map to it as well. I would, except I hate large slightly reflective areas because they screw with my computer. I can't play duel_hanger because I get such odd sporadic video lag. And I'm not going to curse my own map so that I can't play it either. Link to comment Share on other sites More sharing options...
RichDiesal Posted June 4, 2002 Author Share Posted June 4, 2002 That actually might not be bad. I've still got a couple of things to try for MP rain, but if all else fails, I might use that... water on the platform doesn't look that bad either... We'll see. Actually I take this back... adding water shoots r_speeds up to about 16k in places (14k on average) which is just a liiiiitle bit too high. Oh well. Link to comment Share on other sites More sharing options...
DukeSkywalker Posted June 4, 2002 Share Posted June 4, 2002 How many time do you need animore? Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 4, 2002 Share Posted June 4, 2002 Er, hehe. Guess what? It's really stupid noob type question time. What are r_speeds? Duba-duba-duba! Link to comment Share on other sites More sharing options...
RichDiesal Posted June 4, 2002 Author Share Posted June 4, 2002 Oh boy. r_speeds reflect the number of surfaces, shaders and triangles (and a few other things) being drawn by the engine at any one moment in time. The number to be most concerned about is the triangle count (tris). In devmode on any map, type the console command r_speeds 1 A string of numbers will begin scrolling by... the one that you're most concerned about is the number directly before "tris." In single player, always try to keep that number below 20,000 after you add NPCs. Remember that each NPC can add as many as 3000 tris depending on their distance from the player. In duel maps, keep the number below 14,000 if you want to be player-friendly (i.e. most people can play your map without lag) In FFA maps, keep the large open areas below 10,000 if at all possible. Smaller corridors can go a little higher, but never more than 12,000 in any area of the map. You can accomplish this by the intelligent use of hint brushes. Link to comment Share on other sites More sharing options...
Grets Sirob Posted June 4, 2002 Share Posted June 4, 2002 I'm going to die. Hehe, what, uh, are hint brushes? *awaits very painful and slow death* Duba-duba-duba! Link to comment Share on other sites More sharing options...
RichDiesal Posted June 5, 2002 Author Share Posted June 5, 2002 Read. Link to comment Share on other sites More sharing options...
Cunnah Posted June 5, 2002 Share Posted June 5, 2002 i got a map which is set on a cliff over looking a great sea, i was wondering if you mind ifi i nick your idea for creating the illusion of an endless sea? Link to comment Share on other sites More sharing options...
RichDiesal Posted June 5, 2002 Author Share Posted June 5, 2002 Sure sure, but it'll only look right if it's a night-like setting... at the least, very dark. Link to comment Share on other sites More sharing options...
Epimetheus Posted June 5, 2002 Share Posted June 5, 2002 Do we even know if it ever stops raining in Kamino? I mean, obviously it either stops or the planet is very hot... unless the planet is slowly flooding and everyone will die eventually... Link to comment Share on other sites More sharing options...
SingledOut Posted June 5, 2002 Share Posted June 5, 2002 i dont think it stops raining. i think the cities were built like the jetsons from the ground way up in the sky and one day it started raining and hasnt stopped and now the rain is close to the sky cities. the animals they ride on were probably just for flying around in the sky cities but when the water rised they turned into swimming/flying animals. Link to comment Share on other sites More sharing options...
camnron Posted June 5, 2002 Share Posted June 5, 2002 um a more logical thought would be that this planet is only inhabited by aquatic life....... i mean obviously the kaminoans were very exotic and that is how most of our water creatures are... just look at the sea horse.... i believe that that is how the planet has been and always will be and that the kaminoans just built a city above water for the sole purpose of advancing the technology...... for all we know there could be cities underground and they just used the ones above water to welcome foreigners like kenobi... obviously a landing platform is a better welcome for a civilized species rather than the swim to the bottom method of the gungans Link to comment Share on other sites More sharing options...
RichDiesal Posted June 5, 2002 Author Share Posted June 5, 2002 According to the EU: Kamino has never recovered from the global warming that melted huge shelves of inland continental ice. Its oceans swelled, covering the landmasses, forcing the native Kaminoans to adapt. Their stilt cities echo their former land colonies, but are built to withstand the ceaseless storms that buffet the world. Though the Kaminoans turned to genetic sciences to counteract the hardships of the planet's environmental chaos, they are not self-sufficient. They trade their advanced cloning knowledge in exchange for vital raw materials. Link to comment Share on other sites More sharing options...
camnron Posted June 5, 2002 Share Posted June 5, 2002 interesting... thanks for the info rich Link to comment Share on other sites More sharing options...
RichDiesal Posted June 5, 2002 Author Share Posted June 5, 2002 Yup. And I actually thought it would be like you described it too (more logical to think they were aquatic beings - but then again, why would the prime minister live above water?) before reading that... Link to comment Share on other sites More sharing options...
camnron Posted June 5, 2002 Share Posted June 5, 2002 yeah thats something i thought of after i posted the first time why would they have their royalty above water? are the new charecters in the updated essential guide? Link to comment Share on other sites More sharing options...
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