07-05-19, 21:40 | #18201 |
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Joined: Nov 2013
Posts: 256
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JMN that looks spectacular
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07-05-19, 23:23 | #18202 | |
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Joined: Jul 2008
Posts: 2,286
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Quote:
Love that. My climbing axe wall is looking better than last time I showed my WIP. 1080P version: https://imgur.com/pfKcjAn |
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08-05-19, 14:42 | #18203 |
Inactive
Joined: Dec 2006
Posts: 31,967
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It's very beautiful, JMN!
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08-05-19, 21:40 | #18204 |
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Joined: Dec 2012
Posts: 1,924
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08-05-19, 22:25 | #18205 |
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Joined: Aug 2012
Posts: 1,250
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"Something" of Sobec
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09-05-19, 00:02 | #18206 |
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Joined: Feb 2008
Posts: 70,326
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Looks gorgeous. Are those dilapidated columns made out of room geometry?
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09-05-19, 05:30 | #18207 |
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Joined: Jan 2014
Posts: 471
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JMN That looks so spectacular, the texturing really hides the blockiness of the map
GeekOfComedy Looks interesting but in the same time looks really rough around the edges. How will the climbing axe work? Sabatu looks fun to play with, especially the collapsed collumns. Nicely done. My only sugestion would be the clearness of the water I found old files of a manor that I wanted to create for the 2017 advent calendar. Wanted to bring it to life using Tomb Editor. Don't know much about the new tools ect. but I hope that the lighting can be fixed. It is really dull on the objects. Still an early stage, but with all those new features and tools I think about builiding again |
09-05-19, 06:46 | #18208 |
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Joined: May 2011
Posts: 3,816
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WOW that looks amazing, like straight out of TRA! with a but more lighting that could easily be the best manor we have yet
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09-05-19, 06:57 | #18209 | |
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Joined: Sep 2006
Posts: 674
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Quote:
Took me a long time to finally settle on a version I liked. |
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09-05-19, 10:19 | #18210 | |
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Joined: Apr 2005
Posts: 9,208
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Quote:
As for objects, if they are statics they don't react to any light and you would have to add shadows and highlights using StrPix light editor. Then you can adjust hue in TombEditor by selecting the object and changing static color (in lighting mode). Other option is to put the objects in ANIMATING slot, so they react to all lights of the room and dynamic lights such as gunfire and flares. Or use TombEditor's feature of imported geometry, where you import a 3D format file directly into the room and it will be lighted on compilation stage basing on room lights (you will need to use dummy objects for collision though). People also use Meta2tr for a similar result by merging the objects with the room mesh, but TE is not 100% compatible with it and it might cause issues with animated textures. Really depends on what result you're going for. ANIMATING objects are probably best but they're still a fuss and they're limited in number. |
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