The ground of the dig area behind the construction site Central Building is now made of megatexture, already commited:
I can add a megatexture layer for this area to change the feel of the ground.
The ground of the dig area behind the construction site Central Building is now made of megatexture, already commited:
I can add a megatexture layer for this area to change the feel of the ground.
Better that way, so no vehicle could dip the wheel on the hole.
Don, I’ve commited a new version of the deploy mask, please take a look at it and tell me you opinion. I really think we need to give more flexibility on the deploy spots. Deploy masks on the reail maps are very generous.
As you see we need to fix the territories… I can do the image masks i you can do the brush work.
TODO updated:
Seba, just make the territory lines and i will move and/or cut the brushs.
Also, this task…
… is done. But the mega will be uploaded just after we decide about the deploy mask. Will see it now. Add as many deploy spots as you like.
“Add as many deploy spots as you like.”
…or may be, add as many deploy AREAS as you want.
I will make some areas, not only small square spots, totally deployable, and will show it here.
With deploy areas, we will need another way to show it on the megatexture, or not show it.
Seba,
Please take a look. I just flatered your deploy spots and added new ones.
A bigger image can be found here: http://i276.photobucket.com/albums/kk12/The_Beholder_photos/new_deploy.jpg
I found one problem: Areas with grass floating. Due to terrain changes.
Just commited the fix. Update your files!
Looks great!
We need tom make sure of couple of things:
The two strogg forward spawn are working:
They also work with bots, that capture and liberate then.
I’m doing a small texturing on the University, and adding light sources. I finish it, and the tunnel task, before the end of the week:
Ambient light is a bit dark right now, its brightness will be increased a bit.
I’ll be honest with you Don. I like what you did to the interior, but shirosae really nailed a good style to the exterior textures.
I’m finishing the territory limits!!!
Changelog:
I also think he made a very nice choose for the Uni texture. He always considered the texture work still to be done. But since he was totally acertive in this choice, i feel no good to change it.
This one, attached, is the same original texture, but with one small blue detail.
Here a higher resolution version of the image: http://i276.photobucket.com/albums/kk12/The_Beholder_photos/uni_light_4.jpg
Looks good Don, I wasn´t saying that texture was the only one working for the uni exterior, just that he made a good choice. It doesn´t mean is the only choice possible.
Those pictures are great…
Seba, you is an AWE-SOME project chief. Deserve to win the 2010 CUP.
What’s the problem with the territory files? I see you not commited it yet.
The logic of the territory changed (number of territoryes, the time they are activated/deactivated, etc…)?
Also, i will commit the “area-ed” deploy mask.
Edit: Ops! I see you commited the territory images. Will work on it.