#11
|
|||
|
|||
I will be watching and waiting for updates guys, you all rock.... I hope you are able to produce some nice stuff!
<CHEERS> I am willing to play test! |
#12
|
|||
|
|||
Quote:
|
#13
|
|||
|
|||
|
#14
|
|||
|
|||
Quote:
Just trying to rough out some tiles. A pain given they need to meet a hexagon grid. What scale are you shooting for? I need to know to scale the walls and other items. I also need any other information to help get the models imported correctly. Should I do normal maps for the textures, should I export them centered, what poly count should I be shooting for, etc? This would be much easier if I was able to import them myself and do some tests before I send them out and find out they are all wrong. |
#15
|
|||
|
|||
Looking at the door you made in your (fantastic) preview it looks like is the same scale i used for my mod.
So i think is better to use the "realism mod 2.0." scale This could have some pro: 1) bigger maps-bigger adventures-bigger fun 2) each hero can also hire mercenaries troops and use them for some quests 3) Each scenario is easyer to made, cause we can use, for exterior, the map editor and the map models of the game. But this could have some "contro" 1) When one hero join the "party", graphically the two heroes will be a little bit distant, in fact each one occupy only one exagon. 2) for the player is easyer to manage bigger models in dungeons scenarios 3)each single tile must to rapresent a corridor or a room part, with the realistic mod 2.0 scale we will have very very big cooridors, perhaps too much big. with the far view ( big scale) we could have too slim corridors with the default small scale ( near view) we could have the perfect compromise but this is a valutiation we must to do looking the models in to the tiles About importing you've to ask to Skelos P.S. the models scale is easy to modify by xml files so don't worry too much about P.P.S. I think that is better to think at the tiles of the dungeons as what we have seen in games like dungeon keeper II as this or Better this where corridors and rooms looks like dug in the rock Last edited by asadexes; 02-12-2008 at 04:32 PM. |
#16
|
|||
|
|||
Good idea. What I will do is make each tile a complete hexagon and extrude the required walls to make the tiles we need.
@ Skelos: Any way I can import the objects myself? I have a feeling it would be simpler on all if that were possible. |
#17
|
|||
|
|||
How's this? Much easier to do this way also. They need proper UV mapping, etc but gives you an idea.
|
#18
|
|||
|
|||
That's really what i mean as cool Very nice work! P.S. I'm a good Photoshopper, so, for textures, i'm ready to work now i'm thinking about dungeons skyboxes and i'm trying to do someting Last edited by asadexes; 02-12-2008 at 06:28 PM. |
#19
|
|||
|
|||
hmmm.....dungeon skybox. The only thing that seems suitable to me is darkness as in the dungeon images you posted. External Skyboxes aren't an issue. Fopr that I use terragen2.
|
#20
|
|||
|
|||
here's a
1st try of a 2 mins. work for undead skin for the dungeons Last edited by asadexes; 02-12-2008 at 07:58 PM. |
|
|