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Which Is Better?


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gallery_47_16_63929.png

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

Planet_U.png

Looks like lava <_<

EDIT:

gallery_47_16_52340.png

That's nice...

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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.

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  • 4 weeks later...
LMS Engineer

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

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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.

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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.

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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?

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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

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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.

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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.

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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.

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  • 2 weeks later...

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?

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Slowpoke, Lair has already added new biomes to the game while keeping the original ones, and he made around 20 different monsters too.

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