Map from 1998!!!
Posted: Mon May 05, 2014 9:50 pm
*** UPADATE 5/12/2015
Alright I'm still working on this, the problem is my map is 25% too small and I need to extend the edge graphics. I can't export the map properly with accurate geometry and don't want to do it over.
Is there a way to do this?
I can't get the right numbers for the map to export properly and can't remember what I set them to.
*** UPADATE 5/20/2014
Finally got some decent looking DTEX working:
Epic slope to overlook a ridge (eroded side can be used by ghols):
Mountain maze (will repaint cmap when finished sculpting so you can see the paths better):
So the DTEX looks good but the vertex mode blending options make it look all blurry/smudged. It would be great if it would instead identify two layers, and I just paint a second layer with specialized textures instead of blending.
It would be great if we could have support for 32b textures for layer 2 as well so that little details like flowers or rocks could be painted instead of looking all funky depending on the cmap's poor level of detail. IE, with the 8b alpha for blending. Or you could do it with 24b by checking the hue and not blend those pixels (of course not as powerful as 32b but more compressed).
It's very time consuming to export all the texture graphics by one. Would be great to dump them all to one folder.
Also it's very, very tedious to create a new DTEX and assign it over and over and over and over as you are testing (can't overwrite and have to go through the GUI). I must have made and tested 20+ dtexs of the same thing to get something that finally looks right at the proper Myth zoom distance.
It would be super awesome if you could specify a DTEX work folder and Oak just checks that folder for updates on refresh or meshload or something like that.
***ANIMATING Texture support:
I actually animated this grass texture already and want to test it out, but I'm guessing we have no support for that? It's 4 textures reused and 10 frames long.
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// End Update 05/20/2014
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*** UPADATE 5/14/2014
Transparent water has arrived!!!@! WE shall succeed where BUNGIE is fail!
Looks way better in game, this just a crappy 4-screenshot gif spaz. But there is a major problem...
NEED to be able to adjust the underwater transparency--I'm guessing in the media types in Fear. Compare how the warrior in back looks compared to the warrior in front. You can barely see his feet. Ideally it would be darker in shallow and lighter in deep but something simple like underwater tint would be great.
For DTEX I need an additional media texture that renders UNDER sprites.
Lastly, an option to render reflections with the animating media mesh would be awesome, it logically makes no sense that warping water has static reflections on it.
//============================================================
// End Update 05/14/2014
//============================================================
*** UPADATE 5/12/2014
Alright, redid the textures and we now have epic mountains! Only been using Loathing for 2 days and feel like I can school Bungie haha:
Epic ridge #2:
Some sculpting on the center of the FFA fun:
Oh and testing 'transparent' animating water and failing so far. Annoying the hell out of me:
Need to get my hands on oak. It looks ugly in OpenGL. Oh and btw Fear or Loathing jacked up and destroyed my first version of the map by corrupting the tags/data dammit :p
//============================================================
// End Update 05/12/2014
//============================================================
Let's see... I was painting the heightmap and what not but gave up when Bugmaster (Myth) 2 came out and killed the awesomeness of the TFL community.
Made this in Photoshop 4 from scratch. Really liked the water, didn't really finish the grass or rocks and what not. Kinda cringe at it now, but hey I was like 14 when I made this.
Should I actually finish it--does anyone even play Myth anymore?
Was going for a mix of grave, carnage, and mm light:
Alright I'm still working on this, the problem is my map is 25% too small and I need to extend the edge graphics. I can't export the map properly with accurate geometry and don't want to do it over.
Is there a way to do this?
I can't get the right numbers for the map to export properly and can't remember what I set them to.
*** UPADATE 5/20/2014
Finally got some decent looking DTEX working:
Epic slope to overlook a ridge (eroded side can be used by ghols):
Mountain maze (will repaint cmap when finished sculpting so you can see the paths better):
So the DTEX looks good but the vertex mode blending options make it look all blurry/smudged. It would be great if it would instead identify two layers, and I just paint a second layer with specialized textures instead of blending.
It would be great if we could have support for 32b textures for layer 2 as well so that little details like flowers or rocks could be painted instead of looking all funky depending on the cmap's poor level of detail. IE, with the 8b alpha for blending. Or you could do it with 24b by checking the hue and not blend those pixels (of course not as powerful as 32b but more compressed).
It's very time consuming to export all the texture graphics by one. Would be great to dump them all to one folder.
Also it's very, very tedious to create a new DTEX and assign it over and over and over and over as you are testing (can't overwrite and have to go through the GUI). I must have made and tested 20+ dtexs of the same thing to get something that finally looks right at the proper Myth zoom distance.
It would be super awesome if you could specify a DTEX work folder and Oak just checks that folder for updates on refresh or meshload or something like that.
***ANIMATING Texture support:
I actually animated this grass texture already and want to test it out, but I'm guessing we have no support for that? It's 4 textures reused and 10 frames long.
//============================================================
// End Update 05/20/2014
//============================================================
*** UPADATE 5/14/2014
Transparent water has arrived!!!@! WE shall succeed where BUNGIE is fail!
Looks way better in game, this just a crappy 4-screenshot gif spaz. But there is a major problem...
NEED to be able to adjust the underwater transparency--I'm guessing in the media types in Fear. Compare how the warrior in back looks compared to the warrior in front. You can barely see his feet. Ideally it would be darker in shallow and lighter in deep but something simple like underwater tint would be great.
For DTEX I need an additional media texture that renders UNDER sprites.
Lastly, an option to render reflections with the animating media mesh would be awesome, it logically makes no sense that warping water has static reflections on it.
//============================================================
// End Update 05/14/2014
//============================================================
*** UPADATE 5/12/2014
Alright, redid the textures and we now have epic mountains! Only been using Loathing for 2 days and feel like I can school Bungie haha:
Epic ridge #2:
Some sculpting on the center of the FFA fun:
Oh and testing 'transparent' animating water and failing so far. Annoying the hell out of me:
Need to get my hands on oak. It looks ugly in OpenGL. Oh and btw Fear or Loathing jacked up and destroyed my first version of the map by corrupting the tags/data dammit :p
//============================================================
// End Update 05/12/2014
//============================================================
Let's see... I was painting the heightmap and what not but gave up when Bugmaster (Myth) 2 came out and killed the awesomeness of the TFL community.
Made this in Photoshop 4 from scratch. Really liked the water, didn't really finish the grass or rocks and what not. Kinda cringe at it now, but hey I was like 14 when I made this.
Should I actually finish it--does anyone even play Myth anymore?
Was going for a mix of grave, carnage, and mm light: