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Re: WIP: Deneba: Mount Meru
Posted: Sat Oct 02, 2010 6:12 pm
by darthtyren
As to the first req statement, it is already like that. And there were no animations that came with the download.
Re: WIP: Deneba: Mount Meru
Posted: Sat Oct 02, 2010 7:39 pm
by MileHighGuy
the texture looks blurry, try tiling it more. the terrain is still a little bright, i have a faq for fixing that here:
http://www.gametoast.com/forums/viewtop ... =1&t=22802
Re: WIP: Deneba: Mount Meru
Posted: Sun Oct 03, 2010 8:11 am
by darthtyren
Perhaps I will work on that when I solve my problem about the hovernaut. Does anyone know where I can get the animation files?
Re: WIP: Deneba: Mount Meru
Posted: Sun Oct 03, 2010 10:06 am
by Marvel4
I don't think you need some? Otherwise they would have been included. It should work when you create the all.req.
Re: WIP: Deneba: Mount Meru
Posted: Sun Oct 03, 2010 8:50 pm
by darthtyren
Alright, then I hope this works.
UPDATE
Guess what happened?
Ok, what's next, because it's still the same as the last screens + vehicles.
UPDATE
What do you all think?
Re: WIP: Deneba: Mount Meru
Posted: Sun Oct 03, 2010 10:30 pm
by Fiodis
Still too flat, still too open, and the spires have a very odd texture pattern.
Re: WIP: Deneba: Mount Meru
Posted: Mon Oct 04, 2010 8:32 am
by Marvel4
The terrain looks a bit weird. Did you use a detail texture? You should also burn the terrain because it's too bright.
Re: WIP: Deneba: Mount Meru
Posted: Mon Oct 04, 2010 9:25 am
by darthtyren
Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Marvel4 wrote:The terrain looks a bit weird. Did you use a detail texture? You should also burn the terrain because it's too bright.
I did not use detail textures, and I did burn the terrain.
Re: WIP: Deneba: Mount Meru
Posted: Mon Oct 04, 2010 3:11 pm
by Fiodis
darthtyren wrote:Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
Re: WIP: Deneba: Mount Meru
Posted: Mon Oct 04, 2010 4:29 pm
by darthtyren
Fiodis wrote:darthtyren wrote:Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
Re: WIP: Deneba: Mount Meru
Posted: Mon Oct 04, 2010 4:46 pm
by THEWULFMAN
darthtyren wrote:Fiodis wrote:darthtyren wrote:Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
Um, youve got some very unuasual "cough"bad"cough", texture paterns, try making them a little more alike, not so much variation, still to open.....
Re: WIP: Deneba: Mount Meru
Posted: Mon Oct 04, 2010 5:19 pm
by darthtyren
THEWULFMAN wrote:darthtyren wrote:Fiodis wrote:darthtyren wrote:Fiodis wrote:Still too flat, still too open, and the spires have a very odd texture pattern.
What do you suggest?
Hmm...could you post an aerial view of the map as it currently is?
Um, youve got some very unuasual "cough"bad"cough", texture paterns, try making them a little more alike, not so much variation, still to open.....
Taking care of the "openness" is last on my list. I'll see what I can do about thse textures.
Re: WIP: Deneba: Mount Meru
Posted: Mon Oct 04, 2010 5:46 pm
by Fiodis
Well, I've seen a texture pattern like that work well for a desert, once.
Anyway, by aerial I meant top-down, showing the entire game area; basically what you would build a minimap off of. So, ah, I suppose I'm asking: could we see a map of your map?
Re: WIP: Deneba: Mount Meru
Posted: Tue Oct 05, 2010 6:57 pm
by darthtyren
I hope this is what you mean.
Re: WIP: Deneba: Mount Meru
Posted: Tue Oct 05, 2010 7:11 pm
by CressAlbane
*facepalm*
Duh! The hovernaut does not need animations because it just moves around.
Anyway, I think your number one priority should be adding more objects. That's a really, really empty-looking map.
Re: WIP: Deneba: Mount Meru
Posted: Tue Oct 05, 2010 7:41 pm
by darthtyren
CressAlbane wrote:Anyway, I think your number one priority should be adding more objects. That's a really, really empty-looking map.
You don't think I know that? But if I can do anything about the textures, I'd like to do that first.
Re: WIP: Deneba: Mount Meru
Posted: Tue Oct 05, 2010 7:41 pm
by Fiodis
That can't possibly be your whole map. You've got a hovernaut sticking off the bottom end and a huge gap in the left side.
Re: WIP: Deneba: Mount Meru
Posted: Wed Oct 06, 2010 3:25 pm
by darthtyren
Only other way to get texture patterns:
Re: WIP: Deneba: Mount Meru
Posted: Wed Oct 06, 2010 4:28 pm
by CressAlbane
That terrain bug comes from trying to blend more than three different textures together on the terrain in ZE.
Sadly, I think you'll have to re-do it.
I keep emphasizing the objects because you said you were 90% done with them. Adding objects should come before terrain textures because the terrain influences a lot less than the objects. The objects affect the way the terrain blends with everything else, the planning and barriers, and gameplay setup, so they should come now before the map is too far along.
Take a look at the stock maps, such as Mos Eisley and Tantive 4, they are all much more compact than the open-field style of your map. Even maps like Endor and Kashyyk have things like bridges and huts taking up the open space in the map. Naboo: Plains had less objects but it's terrain had steep hills to compensate. Adding objects NOW makes more sense in the gameplay department, and that is one of the most important factors determining how fun a map is to play.
Please note that I am NOT attacking you OR your map, if your really want to keep the map the open way it is now, than do so. However, adding more objects will make your map feel more close, neat, and fun to play..
Re: WIP: Deneba: Mount Meru
Posted: Wed Oct 06, 2010 8:34 pm
by darthtyren
Gladly, the only part about your post that I got mad at was
CressAlbane wrote:That terrain bug comes from trying to blend more than three different textures together on the terrain in ZE.
Sadly, I think you'll have to re-do it.
I can't re-do it without completely starting over, and that is something that will never happen. Because if it does, then I will have to close this WIP and, after all my hard work, start over once again.
Also, it's really hard trying to find objects that will fit with this map besides the spires and the Geonosis rocks, and I have placed about as many crates as I'd like. Are there any in particular that you would suggest?