- Joined
- Aug 8, 2009
- Messages
- 435
Azurot, I'm not liking those trees. And the thing in the background, is it floating or standing on an ocean?
Agree with Tleno, even the environment looks like it.
Just curious, are those directed at my WiP? Because I've never played nor seen your example. Ill have to look it up thoughIt kinda like reminds me of Half Life 2: episode two, when the Citadel explodes to bits, creating some sort of anomaly vortex.
Just curious, are those directed at my WiP? Because I've never played nor seen your example. Ill have to look it up though![]()
Ok got back from my vacation and redid my whole terrain and I really like this version.
Ok got back from my vacation and redid my whole terrain and I really like this version.
You also need to reverse gravity for it to float in the first place.It would look stupid with small chains in my opinion - you need huge chains to avoid the magical city from flying away! O.O
You also need to reverse gravity for it to float in the first place.
Which doesn't by any means conflict with my point that we're dealing with art here, not physics. If it looks better with smaller chains, go for it.Maybe it's just a spell from a wizard living in the forest?
So, here's my wip...
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I'm going to make my entry much bigger in size than this...
Is it possible to freeze a doodad at a certain point in its animation in the WE?
Not unless you perform a model edit, but you could do like all the good terrainers do: Be good at timing your screenshot-buttom-clicking.
It's a bit hard with like 5 different things moving around :/
Add a pause command. So thatyou can set up all the units in game before going to the camera. So u could do like -cam for the camera
-pause unpause
The pause and unpause should not Unit pause selected unit
but instead Set unit Animspeed to 0 for selected unit. As to keep it in mid animation. Although this does not keep projectiles i dont think
Thanks... Fixed already...Those cliffs look kinda weird and unrealistic, you should consider using the raise tool instead of cliffs...
I might edit the terrain, but using the cloud models uses the UTM so I need to use the Ultimate Terraining Map 3.0.w3x map for my terrain. I think it needs a lot of work because I will be creating the terrain again from the start then transferring the building to that map. Maybe if I could find time I will edit it.MADAWC said:eubz, the sky looks so dull, plain and generic.
Trying read this it may help you -> How to terrain skies
I think I am done with my terrain... This will be my final submission... If there are additional things I might put here before the deadline, I'm going to edit this again, gut if none, this will be my entry...
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If you're thinking what to immprove, you shjould consider:
1. Adding more tile variations.
2. Making some cliffs and hills look less spiky.
3. Add more details to the building.
4. Adding more and more realistic trees.