So this is what I am working on. It resembles Dagobah, with a few exceptions. The majority of the objects are stock, but reskinned. I most likely will add some sort of scripted mission once I get the AI planning stuff done. No vehicles will probably be added, they'd have a tough time making it through the trees.
So far: Terrain = 95%
Objects = 99%
Lights = 99%
AI Planning/Barriers = 85%(someone could help with this if they wanted to )
Screens:
Hidden/Spoiler:
(how'd that get in here?)
Let me know what you think.
Last edited by StarkillerMarek on Wed Apr 14, 2010 8:45 pm, edited 2 times in total.
If you're going to try to be creative with the Hoth tunnels (it looks like you are), go the distance and make them look as good as possible. Right now they look pretty bad - there's no alpha texture (there probably should be instead of just blackness) enabled. Since the UVs for that model don't fit up with the texture you're using, I'd suggest using a more "cluttered" texture (e.g. a grate texture). If you do have an alpha texture, surround your "tunnels" with prop rocks so that when you see out, you see what looks like rocks.
Also, don't use the barrels you're using. I can't stand to see those; they have the worst UVs.
Maveritchell wrote:If you're going to try to be creative with the Hoth tunnels (it looks like you are), go the distance and make them look as good as possible. Right now they look pretty bad - there's no alpha texture (there probably should be instead of just blackness) enabled. Since the UVs for that model don't fit up with the texture you're using, I'd suggest using a more "cluttered" texture (e.g. a grate texture). If you do have an alpha texture, surround your "tunnels" with prop rocks so that when you see out, you see what looks like rocks.
Also, don't use the barrels you're using. I can't stand to see those; they have the worst UVs.
Thanks for the tips Mav. Do you mean the first picture? That's not what all the tunnels look like right now, I might change them though. This map is relatively small, you go in, you go out, because I really want to focus on the details. So please, be nitty-gritty.
Last edited by StarkillerMarek on Fri Apr 09, 2010 5:40 pm, edited 1 time in total.
What I'm saying is that the tunnels you have in the first picture look bad. You have several options to make it look better:
1) Revert to a rock-only texture
2) Use a texture that doesn't have an alpha channel (I'm almost certain the one you have on there does, which is why it has just the solid black texture between the bars)
3) Enable transparency for that material (see the FAQ) - if you do this, you should probably change the texture anyway; the one you have is far too stretched (low-detail) to look good. I'd recommend using a grate texture (see Bespin assets, Tatooine assets, Space assets). With transparency enabled and a texture that uses an alpha channel, you'll be able to see out the sides, so place some rock props at a distance to complete the effect of a tunnel.
What I'm saying is that I think it's a nice concept, but it's not implemented in a way that looks good. You can do any of the above three to make it look better (obviously the unspoken ideal solution would just be to model a substitute), and I think the third is the best choice (but will take the most work).
Looks like the Beta is going to be postponed a couple of days. I got sidetracked with a project for IndianaJoe, and some issues with the map itself. Sorry guys.