[Map] Grim Valley

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SteelRaven7
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[Map] Grim Valley

Post by SteelRaven7 » Tue Oct 30, 2012 3:23 pm

ImageImage

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Korban3
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Re: [Map] Grim Valley

Post by Korban3 » Tue Oct 30, 2012 3:24 pm

That's pretty win, Steely.
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Macrauchenia
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Location: Northern Colorado

Re: [Map] Grim Valley

Post by Macrauchenia » Tue Oct 30, 2012 6:54 pm

Wow SteelRaven7, that level looks amazing! I'm pretty darn excited to play it (props for releasing it on Halloween eve), but I keep getting this error trying to boot it up:

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akazi
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Re: [Map] Grim Valley

Post by akazi » Tue Oct 30, 2012 6:59 pm

Macrauchenia wrote:Wow SteelRaven7, that level looks amazing! I'm pretty darn excited to play it (props for releasing it on Halloween eve), but I keep getting this error trying to boot it up:

Image
delete or move small_decidous.obj_UV2 out of the folder then you shouldn't get that error.

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BotheredMe
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Re: [Map] Grim Valley

Post by BotheredMe » Tue Oct 30, 2012 7:26 pm

Steel, you always deliver.

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Macrauchenia
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Location: Northern Colorado

Re: [Map] Grim Valley

Post by Macrauchenia » Tue Oct 30, 2012 9:31 pm

akazi wrote: delete or move small_decidous.obj_UV2 out of the folder then you shouldn't get that error.
That fixed it.

I'm blown away SteelRaven7. The level as a whole is very spooky, and the pumpkin models are freaking perfect. I always hoped someone would make pumpkin models for Overgrowth. The floating rocks are awesome too.

GREAT JOB!!! :P

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Black_Stormy
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Re: [Map] Grim Valley

Post by Black_Stormy » Wed Oct 31, 2012 3:18 am

Nice shader work, care to explain how the glow works? Do you use a grayscale map for illumination? Could it be... additive?

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SteelRaven7
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Re: [Map] Grim Valley

Post by SteelRaven7 » Wed Oct 31, 2012 2:58 pm

Black_Stormy wrote:Nice shader work, care to explain how the glow works? Do you use a grayscale map for illumination? Could it be... additive?
Currently, the glow is purely screenspace, it pretty much desaturates and darken any colours that aren't a bright red-green hue. The pumpkins also have a object fragment shader that allows them to output the brightest red/green possible, ignoring shadows and lighting effects. It just works by checking if the alpha map is above 0.99 or something along those lines, and the colour texture map has a completely opaque grin/eye texture for the lanterns.

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Horridius
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Re: [Map] Grim Valley

Post by Horridius » Wed Oct 31, 2012 4:39 pm

Anyone knows what could cause my map to be in bright daylight?

Edit: You need to have Post Effects enabled for anyone having the same problem.

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Anton
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Re: [Map] Grim Valley

Post by Anton » Sun Nov 04, 2012 2:59 pm

So, this is in the menu mod now... I still have errors with the shaders... Please let me know if it's working for you guys.

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deldero
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Re: [Map] Grim Valley

Post by deldero » Thu Jan 01, 2015 5:46 am

ok....listen.... i need a favor from you. The "post_night" shader inst workin on map mods in my game, the night maps are for some reason bright as hell, but if i put your shader"post_halloween" the night maps become dark, wich is what i want, but there is still one problem, that glowing efect that you have puted on the sand and buldings, can you tell me how to get that glowing efect out? if you could do that i would be able to fix all my night map mods. thank you in advance, and keep up the good work!

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