It took me FOREVER to finish the map, though i must admit i did not have the patience to finish the cave
Let me know if u like it
i'm glad you like it. hopefully a fix can be found for thislast wrote:first looks like there where 2 errors about shader that Markuss was useing in Old china so we who are playng it with current alpha may or may not see all the objects/object shadows/trees/leaves right
But i think the level is really cool looking.
Also here is a question for Markuss. Can i try to repair and release that shader you are useing or you want to do it yourself? All you have to do is make new plant_shiney.frag file.
i could simply use the standard plant shader, imma go back to this set and improve a bunch of things once i'm done with my current set...last wrote:Can i try to repair and release that shader you are useing or you want to do it yourself? All you have to do is make new plant_shiney.frag file.
LOL no, those big blue gems were definately not the name inspirationRovert wrote:Are those big blue rocks supposed to be part of the name inspiration for the map? Because emeralds are green; those look more like giant sapphires.
Btw, map looks really cool. I love the idea of tree villages.
i'll try thatlast wrote:I have a quic fix for that shader problem
Go to Overgrowth/Data/GLSL and find now plant_shiney.frag delete it. Now find plant.frag and make a coppy of it and rename it to plant_shiney.frag
It should make the trick
Unfortunately, this map uses the old version of Markuss' Old China assets, which are not compatible with SUMLauncher. He is planning to update his v2 assets to a more useable form, which will be included in SUMLauncher.Alpharius wrote:so bummed this map didn't make it into the SUMLauncher
Awesome news!Markuss wrote:keep waiting, i'm still working on stuff.