Lair Posted July 8, 2010 Share Posted July 8, 2010 Which is better For a surface world mission? The sand on the left or the lava on the right? NOTE: The sky is pinker than that, I fixxed it to fit this Looks like lava EDIT: That's nice... Link to comment Share on other sites More sharing options...
bartvbl Posted July 8, 2010 Share Posted July 8, 2010 I can imagine the surface of planet U would be a bit more sandy, so I would go for the sand world. The ground needs a bit of love, though. It looks like a plain coloured surface, rather than something rocky/sandy. Link to comment Share on other sites More sharing options...
apemax Posted July 8, 2010 Share Posted July 8, 2010 i think maybe the left. Link to comment Share on other sites More sharing options...
Lair Posted July 8, 2010 Author Share Posted July 8, 2010 It's theextractor's though, but yeah. Also look at the edited post Link to comment Share on other sites More sharing options...
Addictgamer Posted July 8, 2010 Share Posted July 8, 2010 As I said before, sand. And, Bart's right. You need a better sand texture...Goodluck. Link to comment Share on other sites More sharing options...
Cirevam Posted July 8, 2010 Share Posted July 8, 2010 I have a ton of tileable textures that could work for the sand. Perhaps I'll assist Lair. Link to comment Share on other sites More sharing options...
TheEPICtrainrider Posted July 8, 2010 Share Posted July 8, 2010 Go for Better sand texture. Link to comment Share on other sites More sharing options...
TheDoctor Posted July 8, 2010 Share Posted July 8, 2010 May I just say, Link to comment Share on other sites More sharing options...
Sonic322 Posted July 10, 2010 Share Posted July 10, 2010 I like sand OMG is that a river on the surfice :0 Link to comment Share on other sites More sharing options...
LMS Engineer Posted August 5, 2010 Share Posted August 5, 2010 is there any way to add a planet up in the "sky "? you know like halo don't get me wrong though it's awesome as is Link to comment Share on other sites More sharing options...
Amauros Posted August 5, 2010 Share Posted August 5, 2010 is there any way to add a planet up in the "sky "? you know like halo don't get me wrong though it's awesome as is 1, we could try making a giant sphere model as some sort of object and place it in there, but I don't think anyone has the time or the skill to texture it to look like a planet 2, we could remake and resize the rooftexture to be extremely large, but it won't look right at all. Link to comment Share on other sites More sharing options...
Cirevam Posted August 5, 2010 Share Posted August 5, 2010 1, we could try making a giant sphere model as some sort of object and place it in there, but I don't think anyone has the time or the skill to texture it to look like a planet Who was the guy that mapped a ground texture onto a sphere? Yeah. It would take two minutes to make a sphere, map the texture, and export it. The problem in-game is that the draw distance is too small. If you make it close enough that the game will actually render it, the perspective will be way off. Link to comment Share on other sites More sharing options...
Amauros Posted August 5, 2010 Share Posted August 5, 2010 1, we could try making a giant sphere model as some sort of object and place it in there, but I don't think anyone has the time or the skill to texture it to look like a planet Who was the guy that mapped a ground texture onto a sphere? Yeah. It would take two minutes to make a sphere, map the texture, and export it. The problem in-game is that the draw distance is too small. If you make it close enough that the game will actually render it, the perspective will be way off. The "sphere" I made has no object file, it's just an image morphed to look like it. From what I understand though, you can't put custom textures on models using image files; I thought you had to hexedit all the colo(u)rs? Link to comment Share on other sites More sharing options...
Cirevam Posted August 5, 2010 Share Posted August 5, 2010 Nope. We've put textured custom models in-game. How do you think PWNZOR's helmets work? Those aren't LWS'd. Link to comment Share on other sites More sharing options...
Amauros Posted August 5, 2010 Share Posted August 5, 2010 Nope. We've put textured custom models in-game. How do you think PWNZOR's helmets work? Those aren't LWS'd. I have no idea cause I haven't actually downloaded them. :P Link to comment Share on other sites More sharing options...
TheDoctor Posted August 5, 2010 Share Posted August 5, 2010 1, we could try making a giant sphere model as some sort of object and place it in there, but I don't think anyone has the time or the skill to texture it to look like a planet Who was the guy that mapped a ground texture onto a sphere? Yeah. It would take two minutes to make a sphere, map the texture, and export it. The problem in-game is that the draw distance is too small. If you make it close enough that the game will actually render it, the perspective will be way off. The "sphere" I made has no object file, it's just an image morphed to look like it. From what I understand though, you can't put custom textures on models using image files; I thought you had to hexedit all the colo(u)rs? WRONG SIR! 'Twas I who figured it out, and it is possible to do this. Perhaps Cirevam, lair, myself and any others who want to embark on this project will figure something out. All we need is: A single model, only used once, and will stay in the same place throughout the level. I don't know if there IS a model like this, but perhaps we may have to make our own magic. Placing a raider with a special class and a specific model shaped like a dome. He would have to do nothing and be inaccessible. He wouldn't move, and thus not make the sky fall on the poor Rock Raiders. Link to comment Share on other sites More sharing options...
Cirevam Posted August 5, 2010 Share Posted August 5, 2010 You should want to stick with a plane since that will always be visible as long as it's within the draw-distance fog. Since the cutoff is about... at least ten tiles, you wouldn't be able to really see the curvature of the skydome very well and the curvature wouldn't offer increased visibility of the dome unless you're in an 8x8 map. There's also the problem of resolution. Stretching a single 512x512 texture as far as a potential 80x80 tiles will severely kill the quality. You'll definitely have to group them, but you might need around 32 good textures for a medium-sized map. Link to comment Share on other sites More sharing options...
TheDoctor Posted August 5, 2010 Share Posted August 5, 2010 Just get a sky texture and repeat it with paint or something. If the sides don't match then shoop it together. Thats not the hard part. Fine, lets go with a plane, but you will have to make it work first. Link to comment Share on other sites More sharing options...
Joe9412 Posted August 5, 2010 Share Posted August 5, 2010 WHOA that is epic. sand, most defiantly sand Link to comment Share on other sites More sharing options...
Alexpanter Posted August 15, 2010 Share Posted August 15, 2010 How did you make the sky? Link to comment Share on other sites More sharing options...
Lair Posted August 15, 2010 Author Share Posted August 15, 2010 It's just fog with no roof. Link to comment Share on other sites More sharing options...
ChrisJG777 Posted August 17, 2010 Share Posted August 17, 2010 Looking at these pictures, I wonder if it's possible to add a fourth terrain type (and subsequently, a fourth type of monster) to the game? Link to comment Share on other sites More sharing options...
Cirevam Posted August 17, 2010 Share Posted August 17, 2010 Slowpoke, Lair has already added new biomes to the game while keeping the original ones, and he made around 20 different monsters too. Link to comment Share on other sites More sharing options...
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