Author Topic: htf_Emblem (waypointed)  (Read 4001 times)

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Offline Anna

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htf_Emblem (waypointed)
« on: August 11, 2006, 03:30:19 pm »
This map is mainly a light sources demonstration (no manual shading). I also decided not to do any texture manipulation. The layout is similar to my first map(s). No waypoints.




Download

[edit]
htf_Emblem1.1 with waypoints by Keron Cyst.
[/edit]
« Last Edit: August 11, 2006, 09:23:42 pm by Anna »

Offline SoNNy

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Re: htf_Emblem
« Reply #1 on: August 11, 2006, 03:34:58 pm »
nice shading, nice idea, awesome, nice layout = Anna ;D

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Offline GluLm

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Re: htf_Emblem
« Reply #2 on: August 11, 2006, 03:41:04 pm »
No manual shading!
It looks pretty cool... and it's got an interesting layout.
Kind of looks like a big biscuit. I'd eat it.
I'm even more looking forward to the next version of PW!
Bring back Soldat 1.3.1! New bullet trails DIE!

Offline Wolf_Man

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Re: htf_Emblem
« Reply #3 on: August 11, 2006, 03:42:10 pm »
i....love....IT!
he has eyebrows of authority + 5. Are you kidding?

Offline Anna

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Re: htf_Emblem
« Reply #4 on: August 11, 2006, 03:53:07 pm »
Thanks guys :)

Here you can see the depth map and the locations of the light sources:

Offline VirtualTT

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Re: htf_Emblem
« Reply #5 on: August 11, 2006, 04:00:38 pm »
hm I guess it will be used as illustration of new polyworks functions... perfect shaiding... mmm...
however map is a bit empty and there are to much open space for htf...

upsĀ  :D, i was typing this reply too long...
« Last Edit: August 11, 2006, 04:08:42 pm by VirtualTT »

Offline Wolf_Man

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Re: htf_Emblem
« Reply #6 on: August 11, 2006, 04:09:00 pm »
how do you do the automated light source?
thanks
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Offline jrgp

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Re: htf_Emblem
« Reply #7 on: August 11, 2006, 05:50:03 pm »
I like it, the shading gives it a kinda 3D look.
There are other worlds than these

Offline Mistercharles

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Re: htf_Emblem
« Reply #8 on: August 11, 2006, 06:15:31 pm »
Haha, you should make polyshader in pw - u select point of light, its amount and pw would colorize polys around. Euclidean distance would fit nice here for colorizing & bruteforcing polys and check that they're overlapping.
She already has an autoshader, but I'm too retarded to know any of what else you said.
shoutout to m'boyz eagles_arrows, echo_trail, wraithlike, sadistatheart, chakapoko maker, jrgp, aznblood, chakra, keron cyst, et al, miss you, let's '#gather some day

Offline Keron Cyst

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Re: htf_Emblem
« Reply #9 on: August 11, 2006, 06:53:43 pm »
lmao, same xD

I'll go wypt.! Not until next week, tho'; I'll be gone for a while...

Offline MofoNofo

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Re: htf_Emblem (waypointed)
« Reply #10 on: August 11, 2006, 09:45:08 pm »
Hey, cool! I want this now :D

Offline Keron Cyst

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Re: htf_Emblem (waypointed)
« Reply #11 on: August 11, 2006, 11:03:28 pm »
Never mind; I was able to get 'em done quickly. :P Small map.

Offline Demonic

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Re: htf_Emblem (waypointed)
« Reply #12 on: August 12, 2006, 05:23:55 am »
Holy crap...

If you release the new version, I'd like to nominate you for Queen of England and the British Commonwealth!

And the map is devious too ^^

Offline Ivarska

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Re: htf_Emblem (waypointed)
« Reply #13 on: August 13, 2006, 04:04:33 am »
really nice ;D
give it 9,9/10!

how to do that light source?

Offline numgun

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Re: htf_Emblem (waypointed)
« Reply #14 on: August 13, 2006, 03:19:36 pm »
Really nice, the 3D look is neat. I wonder what will polyworks will be able to do in the far future...
because this already is over the top.

Offline Wraithlike

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Re: htf_Emblem (waypointed)
« Reply #15 on: August 13, 2006, 03:28:14 pm »
Really nice, the 3D look is neat. I wonder what will polyworks will be able to do in the far future...
because this already is over the top.

The future polyworks will be thought operated, and no actual mapping will be involved.

Offline TrmD

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Re: htf_Emblem (waypointed)
« Reply #16 on: August 13, 2006, 04:41:00 pm »
Extremely well made, realistic - just like all of your other maps.
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