Mass Effect: Unification (build 40316/06) (R6 RELEASED)

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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RED51
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Re: Mass Effect: Unification (build 20121001.2343)

Post by RED51 »

Jofre and Havey are ready! :jango:
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Re: Mass Effect: Unification (build 20121001.2343)

Post by willinator »

*Clears throat* Ladies and gentlemen, boys and girls, gas bags and meat bags, Marth8880 is no longer the only person on this project with a map almost complete! It's been a long span of work, with constant interruptions and delays, but I will soon be ready to release this map to Marth. I give you...Eden Prime!

Eden Prime is a peaceful, agrarian world which was one of the first human colonies. In Mass Effect 1, it was the first mission, where you met the Geth (whom caused the crimson sky), Kaiden, the Normandy, Capt. Anderson, Nihlus, Ashley, Saren, and that poor red shirt that dies after the first corner. In Mass Effect 3, it is available in the From Ashes DLC, and is where you meet Javik.

The map cycles randomly between facing the Geth, Collectors, and Cerberus, as well as a blue, night-time, and crimson sky. I sadly do not have the latest version yet, so the Geth appear as Sanghelli. Enjoy!
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Re: Mass Effect: Unification (build 20121001.2343)

Post by TWINKEYRUNAWAY »

:shock: Sir...now that's what I am talking about!!!!
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Re: Mass Effect: Unification (build 20121001.2343)

Post by DarthSolous »

Nice! :eek:
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Re: Mass Effect: Unification (build 20121001.2343)

Post by Marth8880 »

JES! Looks like what I want to see! Perfect! Well, almost perfect. A few things:

-Is there a directional light?
-Does it cast specular and shadows?

Please excuse me if those are blatantly obvious in the screenshots; I'm in the sun right now on my phone at Disneyland (Anaheim) so it's difficult to make things out. :o I'm here for three days (yesterday, today, and tomorrow), so that's why I wasn't able to get you the most recent build: being at and walking around Disneyland and California Adventure all day from 8am until midnight really takes a lot out of you. :o
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Re: Mass Effect: Unification (build 20121001.2343)

Post by willinator »

Thanks for all the support guys, it means a lot. In response Marth, there is a directional light which casts shadows and specular. In retrospect, I didn't take the pictures from good enough angles to show the specular (except the one of the 'sploding centurion on the back platform).
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Re: Mass Effect: Unification (build 20121001.2343)

Post by AQT »

Holy cow! That looks absolutely fantastic! :shock: Great work, man! :D
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In regards to the following screenshot, will players be able to see that line going through to the sky and what appears to be the edge of the terrain? If so, you might somehow want to make them both less visible.

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Re: Mass Effect: Unification (build 20121001.2343)

Post by willinator »

AQT wrote:In regards to the following screenshot, will players be able to see that line going through to the sky and what appears to be the edge of the terrain? If so, you might somehow want to make them both less visible.
Holy smokes, I can't believe I never noticed that before. I just went in and increased the height of the canyon walls. Thanks for the catch!
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Re: Mass Effect: Unification (build 20121001.2343)

Post by THEWULFMAN »

It looks good Will, really good. I feel it could be better however. I can't exactly put my finger on all my problems with it.
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The red sky doesn't feel like it matches with the terrain, and it seems too red. I feel decreasing the saturation on the red sky would help there. Maybe increase the brightness on it as well, since the sky seems darker than the terrain is. And it would be the other way around if anything.
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Here it seems the models aren't as dark as they should be for nighttime. See how very dark the terrain is? The unit models and props should be the same. Try fixing this with the top and bottom ambient lighting(Clicky!). Adjust as needed till they match, but the bottom ambient light should be darker than the top under most circumstances. If you feel it's too dark, then you might need to increase the brightness of the terrain and match the ambient lighting with it.

On the subject of the nighttime variation, I've always hated the .FX "stars" used in space and on Naboo. I prefer ones textured into the skydome. Later on Marth or I will send you a nice skydome texture with stars for you to use.

I don't see any issues with the blue sky day variation. Other than the problem that exists in all 3 weathers, the terrain texture. Not exactly a fan of how it tiles, but it's not the biggest problem.

Overall I like what you've done. I criticize because I know you can do better. :thumbs:
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Re: Mass Effect: Unification (build 20121001.2343)

Post by willinator »

Thanks for the review WULF. The nighttime version's lighting needs tweaked, since all I did was copy some lighting values from stock Naboo. Top and bottom ambient lighting is present on all of the modes, however I am willing to change that and the skies. The look of the red one is just really hard to achieve, for some reason. As for the terrain texture, I'm open to any changes (ground textures aren't my strongest field). Just know I used the textures from ME3's version, since it doesn't have such color changing lighting on it.
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Re: Mass Effect: Unification (build 20121001.2343)

Post by CressAlbane »

The only major qualm I had is that some foliage of pebbles or debris could help make some of the areas seems less sparse. Really liking the "compound" building, which has some amazing shapes in there. It's gonna be fun to fight on that!
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Re: Mass Effect: Unification (build 20121001.2343)

Post by Loopy53 »

I thought the release date was the apocalypse (21/12/21) I hope marth didnt die! Anyhow, jan 5th is fine for something of this much awesomeness :bowdown: :bowdown: :bowdown:
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Re: Mass Effect: Unification (build 20121001.2343)

Post by Marth8880 »

Loopy53 wrote:I hope marth didnt die!
Nah I prolly didn't. :o
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Re: Mass Effect: Unification (build 20121001.2343)

Post by Dreadnot9 »

Marth8880 wrote:
Loopy53 wrote:I hope marth didnt die!
Nah I prolly didn't. :o
And how do we know you're Marth?
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Re: Mass Effect: Unification (build 20121001.2343)

Post by DarthSolous »

Marth8880 wrote:
Loopy53 wrote:I hope marth didnt die!
Nah I prolly didn't. :o
Yes! Marth and I survived! *hums "I'm a survivor"* lol
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Re: Mass Effect: Unification (build 20121001.2343)

Post by Marth8880 »

Dreadnot9 wrote:
Marth8880 wrote:
Loopy53 wrote:I hope marth didnt die!
Nah I prolly didn't. :o
And how do we know you're Marth?
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Because 5. Also Q. And Image.
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Re: Mass Effect: Unification (build 20121001.2343)

Post by DarthSolous »

Merry almost-Christmas! Image Image

Off-Topic: Again I present this Nebula as a gift for anyone who wants to use it lol...
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Re: Mass Effect: Unification (build 20121001.2343)

Post by Marth8880 »

Oh yeah! That actually looks really good! :o We'll have to see if we can fit it in anywhere though.
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Re: Mass Effect: Unification (build 20121001.2343)

Post by DarthSolous »

Marth8880 wrote:Oh yeah! That actually looks really good! :o We'll have to see if we can fit it in anywhere though.
Thanks, I made it with some awesome nebula & star brushes I found on the web. :mrgreen:

EDIT: Merry Christmas eveyone!

EDIT 2: Made this for you. If you want it, ask and I'll give you the bigger version:
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And this one I'm not giving away, but I'm posting it here for fun:
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Re: Mass Effect: Unification (build 20121001.2343)

Post by Marth8880 »

Release date is being extended to the 11th due to my inability to get substantial work done over break and my laptop's inability to export models using the ZE Tools, which contributes fully to the former. This should be the last time the date is extended.

Don't worry, guys, I am not going to pull a WULF. ;)
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