- Joined
- Oct 14, 2006
- Messages
- 4,162
Yes he used world tree + fur leaves...Well the fog is nice and it's ok.
[Update]
Added a new shot, it's from the the Wota campaign which is is progress atm.
/MadseN
It's not playable. It's for a cinematic.Really, you can't compare a terrain shot to a campaign one. The angles are probably completely different, limited doodads, etc.
You're back/never went?
I liked the other shot more.
MadseN, I'm going to ask you not to release terrain from the project until we go public. Thanks.
And please, stop by the PP forums, I need your assistance there.
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OMG these are the best terrains I have ever seen, how on earth did you do that port in the third one, I've been try like hell to make a good port in my map, but it sucks.
And even more important where and/or how did you get those buildings in the 1st shot on the 3rd row? Those would be so perfect for my map. I can't even express... how... perfect.. they'd be!
For the port, he has had a lot more practice than you have I'm sure. I think he used to terrain under a different name, got really good and changed his name. Most people have not seen his old stuff. No one is that good without practice.
For the buildings, they are made from no custom doodads. (Correct me if I'm wrong MadseN). I sure don't see any custom doodads other than trees and shrubs. They are not one doodad, but many. It's a good use of them, but the arch-buildings (buildings made from the arch doodad) are very common. Although MadseN of course used them better than most.
He used one of the high-res packs over at wc3c.I guess so I guess so, though for the first one I mentioned it looke dlike he used a custom model, I'm wondering whther he did and if so where I could get it.
For the port, he has had a lot more practice than you have I'm sure. I think he used to terrain under a different name, got really good and changed his name. Most people have not seen his old stuff. No one is that good without practice.
Beam said:Fog can be explained in a graph. The X-axis is your distance from camera and the Y-axis is fog density. Linear fog is simply a curve with a slope of x, meaning that for every x unit away from the camera, your fog is 1 unit denser. exponential fog is a curve, like x^2 or x^3. you get way denser fog with this option.
Z-start and Z-end is basically how far away from the camera the fog starts and ends. So again, if your fog starts at say, 1000, then up until 1000 units away from the camera, your fog density will be 0. Then at 1000 units away, your fog density will start to increase until your Z-end. Now say your Z-end was at 5000. This means that at 5000 units away from the camera, your fog will be at its maximum density, and you can't see past it. Depending on how close or far your Z starts and ends are, the rate at which fog will increase will be faster or slower. If the Z start and end is far apart, like say, 100 to 5000, then you'll have a very gradual increase in fog density. If they're closer together, like 100 to 200, then you'll have a very sudden increase in fog density, with almost no inbetween values.
The last picture is great and it's gloomy
You are a more veteran member, and a very good terrainer. He knows you'll only use it to further your own talents.I dunno, he gave me a map of his ajzol-nerub terrain... it wouldn't hurt to ask.
Yeah he's been in and out. He did make a terrain for the contest, but hasn't updated in a while.Last that I've heard from MadseN, he said he enrolled himself to military service now. Probably won't be back for a while, except on holidays maybe.
~Craka_J