btw you really need a custom bouncepad shader. that vanilla doesn't look good there. how about UT-style jumppads? you'd need to look into how 'emitter'-style shaders work though (the ones that create snowstorms and smoke stacks). if you can find a copy of particle studio somewhere that would probably speed things up greatly
I've uploaded a few new technology shots for you from our SDK maps. Keep in mind these are just a few of the advanced features that are available of the OverDose engine. They are, in order top to bottom; "Doom 3 Style Flares With Bloom", "Sky Portals", "Terrain Blending + Alpha To Coverage Foliage With Wind Simulation" and "Real Time Water Reflection/Refraction + Edge Fading":
All I'm saying is maybe the maps not supposed to be white. Its untextured. Its perfectly possible that hes added that as a test, or even that he plans to have the same metal floor there
General rule: When people put "textures" on a todo list, it usually means you need to ignore the textures if they stand out a LOT from the rest
o'dium was right hehe but I'm using the simple concrete texture from evillair's awesome dsitexture pack: http://www.evillair.net/v2/index.php?op ... &Itemid=49
Not sure which direction I'll take it texture wise, might just stick to a minimalism type thing just for fun
I dunno Hipshot, i rather like them like that. I had them at a lower contrast initially and I didnt think it looked as good. The game is Urban Terror btw.
Instead of desaturation, maybe a better idea would be to blend some dirt or just replace it with some other texture... but I guess it looks ok. It's just so strange with shadows so defined in that area, the shadow sharpness looks like the texture photo source was taken on a sunny day...
obsidian wrote:It looks like you have sparklies in that second screenshot. You may have lots of T-juncs that you need to fix.
Yeah, I rotated the collection of brushes that make the rockwall on a 45 degree angle and it messes it up. I experimented by creating the rockwall with a terrian generator (based on a height map) then importing it in and flipping it on it's side. There's so many T-Juncs when I rotate the bloody thing that I'm probably going to have to do it the old fashioned way brush by brush. Blegh.