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    posted a message on Problem with... the bridge.

    @nimbusqwe: Go

    Yeah, I figured that you had already attempted that but never hurts to mention it.

    The light bridge has an on and off setting where on is visible and off is not. Off is the default setting. I've been able to create a structure bridge that is pathable, however I am still having the problem of the light bridge being invisible.

    Good news and bad news, the bridge is visible and working. Bad news is unless I can find the proper height for it, it wont work with the space background.

    Posted in: Terrain
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    posted a message on Problem with... the bridge.

    @nimbusqwe: Go

    I'd have to take a look in the editor to give you a correct answer, but for now is it possible to remove the terrain cells beneath the bridge?

    Edit: Nevermind, this didn't work. Didn't realize it was a terrain object at first.

    Also, the light bridge is peculiar because it is set to off as default. I think you have to go into the data editor to change it to on, but I could be wrong here.

    I know of another way to make bridges work by making a structure and setting them up with their own footprint. Ill try it out and see if it works.

    Posted in: Terrain
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    posted a message on We Are Legend: Team Recruitment!

    From the pms

    Posted in: Team Recruitment
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    posted a message on Weekly Terraining Exercise #40: Prisonmake

    A simple prison wing.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #39: Two-fold Textures

    Using the first four textures of Ulaan and the last four of Monlyth, (And Shakuras lighting and cliffs, is that cheating?) I created a small map where two factions are fighting for the minerals scattered about. The terran have a mining compound, and of course as this is a protoss world, their temples and what not are present on the map as well.

    First time I've done a complete map for one of these, and I kind of feel it needs to be turned into something playable. Going to attach the map so yall can look around as the screenies only show so much of it.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #38: Deadman's Port

    I was struggling to find a good idea to approach this one since a broken down city doesn't have that many focal points that come to mind. So thinking about it I realized that even at a place like Dead Man's port, someone is going to be in power, and that's what I went for. So Orlan has a power plant in the city that is better than the trash that is around the rest of the city.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #37: Jungle Basin

    After a lot more work and time, and an oh shi, I've been working on this for how long? I'm happy enough (or tired enough) with what I have.

    Sorry for all the pics, I just kept finding parts to work on.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #37: Jungle Basin

    @Mozared: Go

    I've been messing around with that problem, but finding a balance between the two is proving rather difficult. All of one or the other looks bad.

    I'm assuming that you are referring to the middle pillar between the waterfalls that looks awkward?

    Edit: The more rocks I put into the cliff the better it's looking. Here is a view from the perspective of the first pic and a look up at the cliff side.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #37: Jungle Basin

    Alright, I've kept working on my map and came up with a few more angles to show off.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #37: Jungle Basin

    Been a while since I've done one of these but with a new computer running, I figured I'd give it another try.

    Anyway here is my submission.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #10: Hellas

    @XanoX02: Go

    It's a pretty simple process to add a skybox. Open up the data editor and look in the terrain texture set tab. Get which ever map tileset you are working on and then look for the box that says Background Model Fixed. There are a bunch of skyboxes in ther, you just have to search a while to find them.

    Posted in: Terrain
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    posted a message on [Feedback] Custom building

    @replaywarrior: Go

    Wow, that fence looks great. Is it just the window boards doodad that made that?

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #10: Hellas

    @Cbrag: Go

    Thanks for the feedback, didn't even notice the pillar was off but then again my attention to detail sometimes just isn't there. I'd be glad to give you the map, but I'm not sure how to share the file. My best guess would be to use rapidshare?

    Anyway, I tweaked it a little with the temple ground.

    http://img3.imageshack.us/img3/6330/wte10.jpg

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #10: Hellas

    I also went with the ancient Greek theme. I immediately thought of a scene from Troy when Brad Pitt is training his cousin in some ruins so I tried to create a similar setting.

    http://img838.imageshack.us/img838/4651/wte10copy.jpg

    Edit: took the picture out since I updated it.

    Posted in: Terrain
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    posted a message on Weekly Terraining Exercise #8: Mar Sara Blues

    Space platform cliff doodad medium. Variation 16

    Posted in: Terrain
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