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they are not so good as the ones I've seen in your mod, sir. The replacement tree model is not fitting with the rest of the trees.
PS: the ones from this post, please http://i.imgur.com/9I33nl.jpg http://i.imgur.com/O4uzll.jpg |
Some comment please...
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Hey Ali,
I catched your secret! U re not alone anymore!;) ..just some test to evaluate how shaders alter the color palette... I think googled picts are a good base to start. I have some rudiment in 3dsmax and renderings, I think the 'Field' material in Clod is too much reflessive, it should be a matte material. Attachment 6315 but I have no idea how shaders work :( I'll post more later |
haha good stuff :) i like those colours. bit low res but the googley style images in there are ok colour wise. we cant have trees in the texture though !.
shaders : diffuse = texture alpha of diffuse = NO IDEA. maybe lighting orientated (specular brightening ?) _N variation files are the normal channells. (RGB specific) and they produce an element of height mapping to the texture from the general lighting. |
I think that shows that the colour has to be tweaked a lot to fit in the game, as to me, the colours from google-earth don't look very realistic. It's hard to explain how you'd expect the colours to look; you really have to flie over the terrain in real-life for yourself, but the ambience is similar in some respects to RoF.
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_N is the bump equivalent effect in 3dsmax
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1 of 2 is looking better (original COD trees?)
throw a splatter of browns into the trees and darken the ground a tad and things could be well on the way shots in post #242... ground (original COD textures ?) is looking "toned down" but still too yellow - even though it is an example shot of what darkening the trees does |
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