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Author Topic: [WIP] Lat' Danequ  (Read 2111 times)

shotsofdeath98

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[WIP] Lat' Danequ
« on: July 15, 2014, 10:02:19 pm »
Lat' Danequ is a custom island I'm working on, when finished you will be able to play on it on my server, Crafting Death.

(This is my first noggit project that I want to make look good, please if you have a idea on how to improve, share it!)

The current area is a small town (alliance) with a large dock's area, and a Hanger.

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__2 days of work__ (10hrs total)



__New mountain__



ALSO; question, there are random cracks on the maps in between adt files, and in the inner adt files, (cracks in the ground) I know how to fix them via noggit, but is there a way to fix them so they don't do it?
« Last Edit: July 16, 2014, 01:15:52 am by Admin »

TheBuG

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Re: [WIP] Lat' Danequ
« Reply #1 on: July 15, 2014, 11:28:22 pm »
Just as a tip for the future, please have your screenshots ready before you make a post. Currently it's hard to get any idea of what you're trying to achieve.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

shotsofdeath98

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Re: [WIP] Lat' Danequ
« Reply #2 on: July 16, 2014, 01:16:30 am »
Quote from: "TheBuG"
Just as a tip for the future, please have your screenshots ready before you make a post. Currently it's hard to get any idea of what you're trying to achieve.
Wanted to fix things like I had said, and they were ready just didnt have the time to upload.

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More + better Screen Shots in the next few days.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

phucko1

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Re: [WIP] Lat' Danequ
« Reply #3 on: July 16, 2014, 06:21:10 am »
Well, atm there is literally nothing at all to comment on as this is like 5% finished and because of that we have nothing that we can possibly give feedback on.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Allifeur

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Re: [WIP] Lat' Danequ
« Reply #4 on: July 16, 2014, 11:36:39 am »
*sigh* As empty as the Great Plains, one can hardly say anything about it yet.



 You should use dirt as a base texture instead, I think it will force you to work on more restricted areas and give some variations to your grass. Here, we only see an endless repetition of the same grass texture, it's horrible. Find somehting to make it look less repetitive, like by having a second grass texture more yellowish for instance, or by having a mix with dirt, or by using texture alphamaps. ( with FuTa viewtopic.php?f=72&t=7767&p=35671 )

 It lacks details in the city, like crates, barrels, etc... Things that give life to your city... There are not enough trees, and you make them all look the same, which is bad. They need scale and rotation variations. Also, we need relief ! It's so flaaat !
Try to improve restricted areas first, like your city. And don't make super distant things like the Hangar if you don't know what you'll put between it and the rest of the map. Nobody would like to go on a map like that otherwise.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

TheBuG

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Re: [WIP] Lat' Danequ
« Reply #5 on: July 16, 2014, 12:30:39 pm »
As Allifeur said, you should try using Dirt as your base texture. It just allows for an easy way of more detail in your ground texturing.

Also, try to add some erosion to the road in your village/town.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

shotsofdeath98

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Re: [WIP] Lat' Danequ
« Reply #6 on: July 17, 2014, 04:08:43 pm »
The files were all fucked up, so I'm restarting it.
« Last Edit: January 01, 1970, 01:00:00 am by Admin »