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Re: [WIP] TOMBS OF WINTERFELL (How to: House)
Posted: Mon Jan 14, 2013 6:08 am
by Silent_Shadow_117
Thanks for the info on how to make those, I doubt I would be able to do them... I just wanted to know so I could make an out door entrance to a castle, but the method I am using which is the source of Yuleand, it just looks weird at certain points... So I just try my best to make the castle look, somewhat... Realistic... My problem is the skybox he/she provided only covers a 5x5 area, so it looks weird, and without the skybox it's even weirder... I'd prefer it to be daytime but I might try night time... Oh well.. Do you by any chance know how I (someone who has no experience with modding/modeling/coding and wanted to do this just because I enjoy making random shtuff) could make a skybox with different images and make it larger than a 5x5 (or 4x4 maybe) area?
Re: [WIP] TOMBS OF WINTERFELL (How to: House)
Posted: Mon Jan 14, 2013 2:46 pm
by Skuggasveinn
Silent_Shadow_117 wrote: My problem is the skybox he/she provided only covers a 5x5 area, so it looks weird, and without the skybox it's even weirder... I'd prefer it to be daytime but I might try night time... Oh well.. Do you by any chance know how I (someone who has no experience with modding/modeling/coding and wanted to do this just because I enjoy making random shtuff) could make a skybox with different images and make it larger than a 5x5 (or 4x4 maybe) area?
Hi Silent, don't want to steal Leki's thread (great work btw Leki) but I will give you a quick answer here regarding Yulelands skybox.
First I'm a he
, second there is a hardcoded rendering limit in LoG, so making the skybox larger will not be a solution to anything. The real solution to skyboxes would be to have it follow the party around (see pferguson's work) but that also has its problems, third the "fadeout" effect in LoG is hardcoded to black, so the tiles will allways start to fadeout to black and that makes daytime zones allways look a bit wierd so its always more easy to have everything take place during the night.
Skuggasveinn.
Re: [WIP] TOMBS OF WINTERFELL (How to: House)
Posted: Mon Jan 14, 2013 5:21 pm
by Leki
Skuggasveinn wrote:Silent_Shadow_117 wrote: My problem is the skybox he/she provided only covers a 5x5 area, so it looks weird, and without the skybox it's even weirder... I'd prefer it to be daytime but I might try night time... Oh well.. Do you by any chance know how I (someone who has no experience with modding/modeling/coding and wanted to do this just because I enjoy making random shtuff) could make a skybox with different images and make it larger than a 5x5 (or 4x4 maybe) area?
Hi Silent, don't want to steal Leki's thread (great work btw Leki) but I will give you a quick answer here regarding Yulelands skybox.
First I'm a he
, second there is a hardcoded rendering limit in LoG, so making the skybox larger will not be a solution to anything. The real solution to skyboxes would be to have it follow the party around (see pferguson's work) but that also has its problems, third the "fadeout" effect in LoG is hardcoded to black, so the tiles will allways start to fadeout to black and that makes daytime zones allways look a bit wierd so its always more easy to have everything take place during the night.
Skuggasveinn.
Putting light in the propper places will prevent fading, Skugg... But this is threat about Tombs of Winterfell.
Count general skybox theme here as closed. For skybox issue, please don't past answers or sorries etc here and just follow this
LINK.
Thank you.
Re: [WIP] TOMBS OF WINTERFELL (How to: House)
Posted: Mon Jan 14, 2013 5:29 pm
by Silent_Shadow_117
Sorry Leki, I didn't mean to turn this thread into a different discussion...
Re: [WIP] TOMBS OF WINTERFELL (How to: House)
Posted: Fri Feb 01, 2013 10:41 pm
by Leki
Finally back at work.
I was on holidays and it was great, but it also means that I did only a little progress on ToW. But still there is something new. In past few days I solved problem, how to create castle Winterfell in visual that is acceptable for me. Here is one picture from this process. I will release more in next hours and after that I would ask you for a little help. It works good on my computer, but I would like to test my solution on another PCs. If you are interested to test this scene, I can release this "level" and you can do it. It will be very helpfull for me. Let me know here, if you are interested, please. Test scene will be ready tomorow evening or sunday in the morning I guess.
Castle Winterfell (WIP):
Castle Winterfell (WIP) - Adapting model to the 3x3x3 grid:
Re: [WIP] TOMBS OF WINTERFELL (How to: House)
Posted: Fri Feb 01, 2013 10:53 pm
by python79
How resourceful can you be ?
Well, i could test that part of your project see if it's laggy or anything. Count me in !
Re: [WIP] TOMBS OF WINTERFELL (Castle Winterfell)
Posted: Sat Feb 02, 2013 12:24 am
by Neikun
Wow that looks really good.
So is the level essentially just set on one huge model?
Re: [WIP] TOMBS OF WINTERFELL (Castle Winterfell)
Posted: Sat Feb 02, 2013 10:21 am
by Leki
Castle of Winterfell (WIP) - How is model adapted to the reference grid 3x3 and actual setup of the model (enterance part):
Re: [WIP] TOMBS OF WINTERFELL (Castle Winterfell)
Posted: Sun Feb 03, 2013 10:27 pm
by Leki
Castle of Winterfell (WIP) - Main gate (1st test ingame, WIP textures, only basic light etc). Feedback is welcome.
Re: [WIP] TOMBS OF WINTERFELL (Castle Winterfell)
Posted: Sun Feb 03, 2013 10:54 pm
by Neikun
What a thrilling way to go about it.