DM_Sewers

Reveal what you have made so far and get feedback on development.

Postby holy_cheese on Fri Jan 28, 2005 11:05 pm

i got a question. since you must have your cubemap set up properly before the water rises........ it isn't so that when the water rises that the cubemap is within 16 units of the water?
-teh shit
User avatar
holy_cheese
Pheropod
Pheropod
 
Joined: Thu Dec 02, 2004 3:54 am
Location: Kiwi Land

Postby Cr4ig on Sat Jan 29, 2005 12:40 am

when the water rises the cubemap will end up under water - try parenting it
Image
Cr4ig
Senior Member
Senior Member
 
Joined: Mon Nov 08, 2004 10:55 pm

Postby Jest@ on Sat Jan 29, 2005 1:39 am

aaaah good call.....but i'm not sure it'll work. Cubemaps aren't dynamically calculated. They're only calculated when you run buildcubemaps. So it doesnt matter where the cubemap is while you're playing, only when the command is run. But the position of the cubemap is very likely to be the problem.

Currently the cubemap's right above the water, right? try sticking it near the ceiling, see what you get.
Highlight to read:
It was earth all along
User avatar
Jest@
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 1:50 am
Location: London UK

Postby Blink on Sat Jan 29, 2005 2:16 am

Try assigning it to the surface of the water only as well.
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby upriser on Sat Jan 29, 2005 4:27 am

Yeah, i'll try that. But the question is why, then, does it look fine from above? Ugh, such interesting issues. We shall see, we shall see. As it is, I'm putting that off and putting up the basic geometry for the rooms that weave around that central area.
"If only to do was as easy as to know."
- Shakespeare
User avatar
upriser
Regular
Regular
 
Joined: Mon Dec 06, 2004 6:54 pm
Location: SF bay area, CA

Postby holy_cheese on Sat Jan 29, 2005 7:52 am

you really want to weed out bugs as they pop up otherwise you may end up with a map with bugs that cannot be fixed.

the thing with the cubemaps, couldn't you start the water at a high level where you can swim, build the cubemaps when the water is high- that way the water would be fine, and then when the water is lowered you can't swim and it should still be fine, just maybe not underwater but that wouldn't matter.
-teh shit
User avatar
holy_cheese
Pheropod
Pheropod
 
Joined: Thu Dec 02, 2004 3:54 am
Location: Kiwi Land

Postby upriser on Wed Feb 02, 2005 10:17 pm

Okay, I now have the entire basic layout of the map done, but I was thinking about what you said. The problem with starting the water high is that at its high point it is intersecting a lot of brushes. This is bad, and I realize this, so I'm sort of sad, trying to think of what to do. I tried just placing the cubemap entity above where it will rise to, but that didn't change anything. So, hmm, I'm not really sure what to do at this point.

Another strange thing is that there are actually 3 water entities in the scene. When the first rises, it surpasses the other two and I make them recede downward so that there is not water visible underneath water. The problem comes when the water is lowered again. The smaller water bodies rise and then suddenly disappear downward again. The triggers are exactly the same as the water lowering, but the water refuses to stay up after the trigger is first hit. I'm going to cut out all but this stuff, and if that doesn't solve anything with the reduction of brushes, I'll be willing to give it to people to mess around with.
"If only to do was as easy as to know."
- Shakespeare
User avatar
upriser
Regular
Regular
 
Joined: Mon Dec 06, 2004 6:54 pm
Location: SF bay area, CA

Postby upriser on Wed Mar 09, 2005 12:26 am

An update for y'all of some new pics. I have tried all the things that I can think of for the rising water, but it almost seems to be getting worse. Right now I'm going to just work on it with one water leve. It works well that way. I also fixed some of the major brushwork problems. So, here ya go. Tell me what you think. I'm still adding more props, but it's starting to get closer. And yes, I'm very slow at this. :P

Image

Image

Image
"If only to do was as easy as to know."
- Shakespeare
User avatar
upriser
Regular
Regular
 
Joined: Mon Dec 06, 2004 6:54 pm
Location: SF bay area, CA

Postby YokaI on Wed Mar 09, 2005 1:55 am

upriser wrote:Image


Looks pretty l33t, but uhh... some of the lights taht do look bright dont look bright, if you get what im saying. They need to be a bit brighter, or look like their casting light at all... you know?
Last edited by YokaI on Thu Mar 10, 2005 12:40 am, edited 1 time in total.
YokaI
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Fri Dec 03, 2004 12:38 am

Postby upriser on Wed Mar 09, 2005 5:41 pm

Alright, some tweakage of yesterday's progress.

Image


Image
"If only to do was as easy as to know."
- Shakespeare
User avatar
upriser
Regular
Regular
 
Joined: Mon Dec 06, 2004 6:54 pm
Location: SF bay area, CA
Previous

Return to Under Construction

Who is online

Users browsing this forum: No registered users

cron