25-10-16, 22:36 | #15861 |
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Joined: Mar 2009
Posts: 1,023
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26-10-16, 00:51 | #15862 |
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Joined: Mar 2007
Posts: 3,341
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27-10-16, 10:09 | #15863 |
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Joined: Nov 2007
Posts: 7,582
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TRC Rome for the 20th Anniversary competition..
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27-10-16, 14:46 | #15864 |
Member
Joined: Feb 2008
Posts: 70,326
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So clean and gorgeous. Makes me wanna explore it!
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27-10-16, 16:29 | #15865 |
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Joined: Nov 2007
Posts: 7,582
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Thanks.. Its taken me like 3 days to build the few streets I have made.. gameplay is pretty much non-existent so far.
I was going to make some interior apartment buildings or something, but with TRLE being the blocky way it is, the room felt tiny despite it being realistic in proportions. I am going to have some collapsed building interiors though which will pay homage to Venice and Bartoli's Hideout from TR2 - but with a TRC vibe. Also got some dark sewers and the underground tombs to explore towards the end of the level.. I'm hoping they'll all contrast quite well together. |
27-10-16, 16:41 | #15866 |
Member
Joined: Feb 2008
Posts: 70,326
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That sounds awesome. Especially the sewers. I'm sure it'll work great.
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19-11-16, 20:30 | #15867 |
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Joined: Jul 2008
Posts: 2,286
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A sneak peek of my first hub! It's actually amazing, looks crap but it's using sample textures and basic lighting until the gameplay is 100%. It plays really well so far with an awesome physics'y puzzle. I'm just trying to see if I can add more puzzles to the area and make it work.
You can see about 50% of the hub in this. EDIT: I need feedback, there's a tiny cave you explore that's supposed to be dark as there'll be a prompt to activate Lara's PLS but is it ok for ethics to make it as pitch black as possible? IMO it plays great with the PLS (No plans for it to run out but I may programme it to deactivate in "bright areas" like outside) but I'd like other opinions. Again the textures are samples so if a smarty turns the gamma up I don't plan to texture until the entire map is finished as I fear not every texture shall be 256x256... Last edited by GeekOfComedy; 19-11-16 at 20:34. |
19-11-16, 22:19 | #15868 |
Moderator
Joined: Jul 2003
Posts: 33,359
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It is in fact better to NOT have 256x256 textures everywhere, especially not in large open areas.
Several reasons:
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19-11-16, 23:04 | #15869 |
Member
Joined: Jun 2011
Posts: 2,777
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Will the new TRNG allow mipmap textures at all to correct the graininess you mentioned?
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19-11-16, 23:09 | #15870 |
Inactive
Joined: Oct 2016
Posts: 3,888
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No it will not; and I doubt any limit changes will be made either. Mipmapping feature is out of reach.
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