What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#4412 Posted 24 February 2013 - 05:25 PM
The Big Cheese, on 24 February 2013 - 02:45 PM, said:
i like that skybox
This post has been edited by Forge: 24 February 2013 - 05:26 PM
#4414 Posted 24 February 2013 - 11:19 PM
Fox, on 24 February 2013 - 10:07 PM, said:
Color theory is for suckers I guess.
#4416 Posted 24 February 2013 - 11:55 PM
This post has been edited by Fox: 24 February 2013 - 11:56 PM
#4418 Posted 25 February 2013 - 12:45 AM
Tea Monster, on 25 February 2013 - 12:32 AM, said:
Nailed it
Fox, on 24 February 2013 - 11:55 PM, said:
That has nothing to do with warm and cold color theory which you're mistaking with. That is just BAD color correction.
This post has been edited by s.b.Newsom: 25 February 2013 - 12:47 AM
#4419 Posted 25 February 2013 - 03:06 AM
Fox, on 24 February 2013 - 10:07 PM, said:
http://theabyssgazes...lease-stop.html
#4420 Posted 25 February 2013 - 03:24 AM
See? Barely a light in sight. Mostly (bad quality) sector shading.
Edit: Just realized there's still a bit of orangey-yellow/blue going on there. Ok I guess you guys win.
This post has been edited by The Big Cheese: 25 February 2013 - 03:24 AM
#4421 Posted 25 February 2013 - 03:29 AM
#4422 Posted 25 February 2013 - 05:36 AM
The Big Cheese, on 25 February 2013 - 03:24 AM, said:
It's Egypt... Egypt is orange-blue.
#4423 Posted 25 February 2013 - 06:49 AM
Someone needs to clone Plagman and TX and provide the clones with everything they need to get Polymer and the networking up to speed
This post has been edited by Tea Monster: 25 February 2013 - 06:52 AM
#4425 Posted 25 February 2013 - 01:56 PM
Tea Monster, on 25 February 2013 - 06:49 AM, said:
Someone needs to clone Plagman and TX and provide the clones with everything they need to get Polymer and the networking up to speed
And apparently clones only live for a short period of time, which means when polymer and the networking are finished, we can throw Plagman and TX in the bin
What do you mean it should be brighter? The ambiant light is already pretty high, and if I make it fullbright then there will be no contrast.
And with dynamic lights, a lot of my maps for that episode are set during the day, so they're not designed to have polymer lights. Even if the lights became very efficient, I'd have to design a level from the ground up to make full use of their visual splendour.
#4426 Posted 25 February 2013 - 03:43 PM
The Big Cheese, on 25 February 2013 - 03:24 AM, said:
i was wondering what was going on with the shading in this pic.
the sides of the obelisks that are casting shadows are lighter than the sides that are "receiving" the light. (they should be lit/shaded the same as the grey structure behind the farthest obelisk)
the shapes of the shadows being cast by the obelisks on the right are different than the shapes of the shadows from the two on the left.
it looks like the corner of the pool on the immediate right is casting shadow on the water, but it's hard to tell if the pool on the far right is doing the same
the obelisks and the grey semi-pyramid behind the farthest obelisk (along with most other structures) are casting their shadows down and to the right, but the structure behind the obelisk to the far left appears to be casting its shadow straight to the right
not going to mention the pyramids in the background - they're too far away to tell what's going on with them, but they look like all the sides have the same shade value.
#4427 Posted 25 February 2013 - 04:04 PM
#4428 Posted 25 February 2013 - 04:27 PM
Achenar, on 25 February 2013 - 05:36 AM, said:
I always think yellow/blue. Although, I'm a huge Iron Maiden fan.
#4429 Posted 25 February 2013 - 04:39 PM
Forge, on 25 February 2013 - 03:43 PM, said:
the sides of the obelisks that are casting shadows are lighter than the sides that are "receiving" the light. (they should be lit/shaded the same as the grey structure behind the farthest obelisk)
the shapes of the shadows being cast by the obelisks on the right are different than the shapes of the shadows from the two on the left.
it looks like the corner of the pool on the immediate right is casting shadow on the water, but it's hard to tell if the pool on the far right is doing the same
the obelisks and the grey semi-pyramid behind the farthest obelisk (along with most other structures) are casting their shadows down and to the right, but the structure behind the obelisk to the far left appears to be casting its shadow straight to the right
not going to mention the pyramids in the background - they're too far away to tell what's going on with them, but they look like all the sides have the same shade value.
Way to critisize an old, WIP screenshot, when I need your beta testing services I'll let you know
That area underwent a lot of changes since it was innitially created, and I had to pull some shade sectors back to do other work and haven't put them back in their proper place yet. Other stuff like shade being on the wrong side is a result of copy-pasting. As for the pyramids, they're actually models (they're faster to map with, and ought to yield higher performance in polymer, which this episode uses). I'll see if the skins can be modified slightly to include some minor shading.
That "shadow" on the water is actually a TROR glitch. This shot was taken in polymost to show the size of the map, since only half of what you see would be cut off by the draw distance if in polymer.
Essentially everything you mentioned has been fixed or will be fixed before the final release. I might suck at manual shading, but I don't suck that much! If not, I hope you'll still be around to point out the error in my ways
Tea Monster, on 25 February 2013 - 04:04 PM, said:
Not so much a design choice, but I simply have no way of making it appear bright and sunny like in TFE. Ideally what would be nice is that polymer lighting is optimised, lighting can be accessed and controlled via con, then the sky would actually project a uniform field of light diagonally downwards to imitate the sun being at an infinite distance. This will create very easy, yet hyper realistic uniform coloured dynamic shading throughout the entire map, and make my job a hell of a lot easier.
#4430 Posted 25 February 2013 - 04:46 PM
The Big Cheese, on 25 February 2013 - 04:39 PM, said:
i just like to poke at your work with sharp pointy stick
you take the criticism well and you usually have something colorful to reply back with
#4431 Posted 25 February 2013 - 04:50 PM
Probably not the best example but it was the one I had easiest access to.
#4432 Posted 01 March 2013 - 07:10 PM
#4433 Posted 02 March 2013 - 02:03 AM
Also, all you 8 bit guys can set up a lighting rig in Blender (or import to Max, your preference) and kick out some high-res sprites.
#4434 Posted 03 March 2013 - 06:07 PM
Bruno, on 18 February 2013 - 11:31 AM, said:
#4436 Posted 04 March 2013 - 04:55 AM
Loke, on 04 March 2013 - 04:48 AM, said:
I have all kinds of questions...
#4439 Posted 04 March 2013 - 05:53 AM
Loke, on 04 March 2013 - 04:48 AM, said:
<snip>
It's wonderful.
Haha wicked, I can't wait to see what it turns out to be.
This post has been edited by Jinroh: 04 March 2013 - 05:53 AM