Keyvan's Buildings
Keyvan's Buildings
Hey guys, I've been fiddling around with the map editor and created my building which is a weapons shop. This is the FIRST thing that I have built in OG's Map Editor, so go easy
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Re: Keyvan's Buildings
That looks awesome! Nice work Keyvan.
Re: Keyvan's Buildings
Nice! We haven't had anyone making new stuff in a while. I'd like to offer some more critique, but it's hard to see detail since the light is a bit poor in the scene. You should double-click the sun and move it higher, so you can take better pictures.
Alternatively, you could put the building into a different level. You can save the selected objects as a custom XML object that can be added through the Load Object screen just like any other object. It's Shift+Control+S, IIRC.
Alternatively, you could put the building into a different level. You can save the selected objects as a custom XML object that can be added through the Load Object screen just like any other object. It's Shift+Control+S, IIRC.
Re: Keyvan's Buildings
Yea, i pulled the sun into the noon position but that's all the light that I could get.
I used the Forgotten Plains because i'm making a level in it, and I have saved all the objects and buildings as XML files. I'll be posting a pic showing the beginning of the level soon...
I used the Forgotten Plains because i'm making a level in it, and I have saved all the objects and buildings as XML files. I'll be posting a pic showing the beginning of the level soon...
Re: Keyvan's Buildings
Ok, so here is a very small preview of the level that I am working on.
Re: Keyvan's Buildings
How was the letters created?
Also, that is an impressive work of art.
Also, that is an impressive work of art.
Re: Keyvan's Buildings
Hehe, thanks for the comment!
The letters took a lot of "Trial and error" with the textures to make.
When you look in the Wolfire\Overgrowth\Data\Textures\Environments\Rocks
you will see 2 types of textures for each object. Both being .dds files, you will need to download a plugin and install so that photoshop will be able to recognize them. here is the link for it
http://developer.nvidia.com/object/phot ... ugins.html
I would suggest downloading the legacy version.
The only downside to this is that it takes a while to save the .dds files, although the Wolfire team has a much better method.
Anyways, one texture looks like what the rock normally does, and one has a bunch of colours on it. I would suggest making your letters on the texture with all the colours, and with bright blending properties.
Also, I suggest that you create the object and textures as new ones, or else every object will have what's written on them.
If you have any other questions, be sure to let me know.
The letters took a lot of "Trial and error" with the textures to make.
When you look in the Wolfire\Overgrowth\Data\Textures\Environments\Rocks
you will see 2 types of textures for each object. Both being .dds files, you will need to download a plugin and install so that photoshop will be able to recognize them. here is the link for it
http://developer.nvidia.com/object/phot ... ugins.html
I would suggest downloading the legacy version.
The only downside to this is that it takes a while to save the .dds files, although the Wolfire team has a much better method.
Anyways, one texture looks like what the rock normally does, and one has a bunch of colours on it. I would suggest making your letters on the texture with all the colours, and with bright blending properties.
Also, I suggest that you create the object and textures as new ones, or else every object will have what's written on them.
If you have any other questions, be sure to let me know.
Re: Keyvan's Buildings
Ohh, that's really clever. Thanks.
We'll be learning quite a bunch about texturing and stuff in the course we're taking right now, but if there's something I'm wondering about, then sure, I'll let you know.
We'll be learning quite a bunch about texturing and stuff in the course we're taking right now, but if there's something I'm wondering about, then sure, I'll let you know.
Re: Keyvan's Buildings
The epitaph is slightly too grandiose for my tastes, especially with such an overused name. To be honest, I think it'd work better without the big "Omega's Valley" title; just the story carved into a stone, and the sword and the skull next to it. But that's just my opinion, feel free to ignore it.
Re: Keyvan's Buildings
I was thinking of changing it to Shepherd's Valley, but then again I might just keep it.
Re: Keyvan's Buildings
I'm guessing that you're taking Video Game Design?Freshbite wrote:Ohh, that's really clever. Thanks.
We'll be learning quite a bunch about texturing and stuff in the course we're taking right now, but if there's something I'm wondering about, then sure, I'll let you know.
Re: Keyvan's Buildings
Well, actually it is a program involving several courses.
The program is called "Computer Game Development: Programming" and the course that I was talking about is roughly translated to Computer Graphics.
The program is called "Computer Game Development: Programming" and the course that I was talking about is roughly translated to Computer Graphics.
Re: Keyvan's Buildings
I've always thought about going into video game developing, but then I realized that I sucked at programming lol...
I think I'm going to stick to making levels and stuff for Overgrowth
I think I'm going to stick to making levels and stuff for Overgrowth
Re: Keyvan's Buildings
Well, the Computer Game Development alignment is split between 4 choises.
Design
Graphics/Sound, Graphics
Graphics/Sound, Sound
Programmering
Perhaps the Design or the Graphics/Sound, Graphics program would be of higher interest.
Design
Graphics/Sound, Graphics
Graphics/Sound, Sound
Programmering
Perhaps the Design or the Graphics/Sound, Graphics program would be of higher interest.
Re: Keyvan's Buildings
I think it's too late for me to go into Video Game Design or Development, I'm aleady taking Kineseology next year