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Posted: Thu May 06, 2004 6:51 am
by jv_map
Sweet
Do you think there's any way you could make the transition from grass to rock/sand more fluent... maybe use a thin transparent brush over the base of the hill, with the grass texture fading out irregularly... kinda hard to explain but maybe you'll get the point

very good
Posted: Thu May 06, 2004 10:37 am
by tltrude
Well, it depends on how old "Bloddy Ridge" is. If it is a recent lava flow (a couple of years old), it should be darker texture and have a rounded edge where it touches the grass. There should also be debris, like burned trees. If it is a very old flow, it should have grass and only a few stunted bushes. I'm not sure if you are going for a "porkchop hill" look, but if the ridge vegitation was removed by war, there should be evidence of battle and maybe mud flows.
Anyway, I agree with jv_map--the ridge needs a better texture to match that great jungle. Or, the grass needs a different texture to match the ridge.
Posted: Thu May 06, 2004 10:42 pm
by Balr14
Before the Battle of Bloody Ridge, there was just some scrub brush and grass clumps on the ridge. The dirt color is pretty accurate, but blending the edges would be good. I'll try and do that and add more detail plants on the ridge, but I am running out of fps to work with.
tip
Posted: Sat May 08, 2004 4:55 pm
by panTera
Transition textures would be nice indeed, but I also found another way to simply mask some of those edges. The grass line/straw texture you used in that last screenshot could be great for some of the borders;

Posted: Sun May 09, 2004 12:48 am
by Balr14
There, is this better?
Don't let the framerates fool you. This was taken on my other PC. It's an Athlon 64 3400+/GFX 5900XT. I don't usually use it for mapping or testing, because it's to fast to get an accurate idea of what realistic performance to expect. But, I wanted to compile quick to see how this idea worked. It does bsp, full vis and lighting in 2 minutes.
Posted: Sun May 09, 2004 12:54 am
by blue60007
Oh, that looks much better!

Posted: Sun May 09, 2004 7:32 am
by jv_map
Yes... excellent

:-)
Posted: Sun May 09, 2004 9:26 am
by tltrude
Perfect!!!
Posted: Wed May 19, 2004 5:33 am
by Balr14
Two more screens from Bloody Ridge. It's getting there slowly.

Posted: Wed May 19, 2004 7:55 am
by small_sumo
Wow that is just beautiful you rock and so does mohaa, all you need now is a moody sky.
Well done sire.

Posted: Wed May 19, 2004 5:03 pm
by blue60007
*faints* (THUD!)
*gets up*
oh wow! Very nice!

Posted: Wed May 19, 2004 5:12 pm
by seere
Looks fantastic.
Seere.
Posted: Thu May 20, 2004 4:47 pm
by M&M
wow !! ur some undercover ea guy right?
but aww!! look at the fps ,it has takin a great hit and that on balr's super dooper card
but really ,nice work .i wish i could do something this perfect !!!
Posted: Thu May 20, 2004 5:39 pm
by jv_map
Oh come on there's less than 2000 triangles in sight... even my good old voodoo card can draw that without overheating

Posted: Thu May 20, 2004 5:52 pm
by diego
I'm glad you got the transition grass in there. I didn't want to comment on it but it looked like a big brown turd fell from the sky onto the island. (That's not a comment on your mapping quality, that's just the image I got in my mind when I saw that big brown shape in the middle of all that green)
Speaking of green, the map looks really good. And I know you are busting your butt on this. But with the tree leaves and the ground matching so closely in color, it can visually flatten the image out.
What about shifting the color of the ground texture a little more brown, or a darker shade of green? or a mixture of both? You could also make a custom texture that has spots of the dirt mixed into the green to show areas of thinner vegetation. Maybe even add some more small solid dirt patches with that nice transition texture around the edges. That might work nicely in places where you have signs of habitation like the huts. And it would be mostly reusing the textures you already have to avoid a framerate hit.