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Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 24 Jul 2012, 19:19
by atrey65789
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 25 Jul 2012, 12:12
by jager774
ohmygazm, that moon :O
nice thou:'D
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 25 Jul 2012, 12:45
by chin.democ.
it's like the screenshot is in italics!
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 25 Jul 2012, 12:49
by jager774
yeah something like that, i presume that he owns flatscreen duals

Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 25 Jul 2012, 14:49
by atrey65789
Yeah, haha They are... thats why, and Im trying to fix the darkness.
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 25 Jul 2012, 15:00
by anax
i was about to suggest use the "brightness" console command ingame, but that only works during run-time, when you exit the brightness returns to normal, it won't affect the actual captured image. get a free image editor like "Paint.NET" it has a level adjuster, if you fiddle around with that you can get the right brightness on the image. Alternatively if you already have photoshop or whatever, just do it in there!
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 25 Jul 2012, 15:12
by atrey65789
haha okay I have photoshop. Ill prolly use the command console though.
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 00:01
by PhillipJ
Couple things about your skybox-
- Try some of the other "star" textures. Too many stars in that one and you might find others are more realistic (think of looking outside at night and how black the sky realistically is)
- I'd recommend against using the Moon object (especially in DXMP) because it actually rotates slowly, which doesn't make sense when it's inside a static skybox, and will 'chop' when it rotates for clients. Also using a sheet with the crescent moon texture on it will probably end up looking better. : )
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 00:07
by atrey65789
So that's why mapper's use texture moons instead of the real object.

thanks Ill do that now.
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 02:16
by PhillipJ
By the way! I was the one you were talking with earlier in the map test server lol (just noticed)
also want to ask, do you have a skybox w/ SkyZoneInfo set up or does your sky exist in the 'map area' ?
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 02:31
by [FGS]Chees
Was thinking if we are contributing to the current Undead Revolution map I see no need to add a sky box any way! when all is put together one sky box should cover all the map in one hit

I see no reason why you shouldn't delete it and when a sky box is needed for the overall project the introduction of a sky box will cover more than just your addition to to the project then make it as needed. otherwise it's a waste atm bth!
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 03:31
by atrey65789
PSSulivan: Yes that is a sky zone.
Cheese: I know, I just have the sky zone there because I am using this map for more than one mod. I'm using it in Hatchet, Cozmo RPG, and this one. I'll be sure to make a version that doesnt have a sky zone.
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 19:47
by anax
is it possible to have multiple skyzones in one map?
Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 20:50
by [FGS]Chees
Never tried it myself, give it a shot c what happens

Re: Progress Shot #2 (Sorry for it being dark :P lol)
Posted: 26 Jul 2012, 21:12
by ShadowRunner
Yes
...it has been done by Poor for Hengsha RPG.