I think the white pillars are meant to represent some sort of dry coral, and, according to the Wookiepedia article, the locals build their homes out of that stuff, so any resemblance between the buildings and the coral(?) is reasonable.sampip wrote:Nice use of props, creates a really nice atmosphere, but IMO I don't think all the buildings should use that common desaturated Tatooine rock texture, because it matches with the rock pillars (which looks slightly odd). Maybe change the texture of the stone spires to differ slightly to the buildings themselves? Not by much, just a bit.
Other than that looks nice
Tibrin: Island
Moderator: Moderators
- Nihillo
- Master Bounty Hunter
- Posts: 1548
- Joined: Sun Jan 04, 2009 9:53 pm
- Location: Brazil
Re: Tibrin: Island
-
- Lieutenant General
- Posts: 675
- Joined: Wed Nov 12, 2008 9:50 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Watching your PC over your shoulder. No, the other sholder....
Re: Tibrin: Island
Looks really nice, nice work!
You've been doing a really good job with unique environments in this mod.
You've been doing a really good job with unique environments in this mod.
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Tibrin: Island
It's funny, with all the updated architecture the trees look plastic due to the fact that the leaves are perfectly horizontal. Other than that I really like the uniqueness and atmosphere
-
- Gametoast Staff
- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
Re: Tibrin: Island
Those are TONS better.
-
- Sith Master
- Posts: 2631
- Joined: Fri Mar 27, 2009 10:23 am
- Projects :: Something cool...
- xbox live or psn: Has no xbox....Yup
- Location: Does whatever a Spiderpig does
- Contact:
Re: Tibrin: Island
QFT, amazing.Teancum wrote: Those are TONS better.
-
- Lieutenant General
- Posts: 679
- Joined: Sun Apr 13, 2008 1:39 pm
- Location: UK
Re: Tibrin: Island
Look awesome, although maybe you should turn up the tilerate slightly on the brick texture (on the ground).
- Delta-1035
- Sith Master
- Posts: 2651
- Joined: Mon Aug 04, 2008 10:32 am
- Projects :: TOR GCWII GCW1035 BF1035
- xbox live or psn: Johnny_Sciroppo
- Location: Pizza Land
Re: Tibrin: Island
QFTx2!!! Really amazing!Darth_Spiderpig wrote:QFT, amazing.Teancum wrote: Those are TONS better.
- EraOfDesann
- Jedi Admin
- Posts: 2170
- Joined: Mon May 30, 2005 5:22 pm
- Location: North Texas
- Contact:
Re: Tibrin: Island
Those trees look incredible.
The only thing I'd probably want to change is the height cause they seem a little short, but they really do look incredible.
The only thing I'd probably want to change is the height cause they seem a little short, but they really do look incredible.
-
- 2008 Most Technically Challenging Avatar
- Posts: 2376
- Joined: Tue Feb 12, 2008 7:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: NJ, USA
Re: Tibrin: Island
map looks great! i think fragme!'s(and partially mine?) palmtrees would go very nicely ;D
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: Tibrin: Island
I went ahead and brought this map up-to-speed with the mod (random skies, control mode, etc.). Like a couple of you mentioned above (and as I'd been planning anyway), I did replace Bandu's Saleucami models with those that I felt fit the map a little better. I made a couple of different plants - a palm tree and a smaller palmetto-esque bush. I made a few other small changes (I know I made at least one other replacement model), textures, lighting, etc., but for the most part there was very little I had to change.
Here are some updated screenshots:
As you can see, one of the random environments is a hurricane setting. Since I'd taken the time to make trees that used cloth physics, I felt it was only fair to find a way to (ab)use them to their fullest. As seen below:
This is also a good time to point out that all of the maps added to this mod have some kind of sound design too - I think too many maps lack environmental sounds where necessary (rain, thunder, etc.) and any of the maps in Rising Son will have fitting sounds where they should - e.g. machinery on Raxus Prime, creatures in the trees on Kashyyyk, heavy winds on Tibrin. It adds a lot to the maps, and while you can't see them in the pictures, I know you'll enjoy them when you play.
Here are some updated screenshots:
Hidden/Spoiler:
This is also a good time to point out that all of the maps added to this mod have some kind of sound design too - I think too many maps lack environmental sounds where necessary (rain, thunder, etc.) and any of the maps in Rising Son will have fitting sounds where they should - e.g. machinery on Raxus Prime, creatures in the trees on Kashyyyk, heavy winds on Tibrin. It adds a lot to the maps, and while you can't see them in the pictures, I know you'll enjoy them when you play.
-
- Banned
- Posts: 4089
- Joined: Mon Sep 22, 2008 3:17 pm
- Projects :: No Mod project currently.
Re: Tibrin: Island
Wow, hurricanes... I don't think we've ever seen anything like that. Great work, as always.
- Eggman
- Master Bounty Hunter
- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: Tibrin: Island
Looking good.
The ambient sound is a great detail to add in. I've always neglected to to that in my maps, but over the past few months I've really started to realize just how important it is to the overall atmosphere of a map.
The ambient sound is a great detail to add in. I've always neglected to to that in my maps, but over the past few months I've really started to realize just how important it is to the overall atmosphere of a map.
-
- Gametoast Staff
- Posts: 2244
- Joined: Sat May 13, 2006 12:34 am
- Projects :: Not sure keep changing my mind.
- xbox live or psn: No gamertag set
- Location: Origin name GT_FragMe
- Contact:
Re: Tibrin: Island
Looking real good Mav, glad to see you decided to play with cloth, makes it so much cooler doesn't it.
@NovaHawk look at my post about 9 posts up from here
@NovaHawk look at my post about 9 posts up from here
- EraOfDesann
- Jedi Admin
- Posts: 2170
- Joined: Mon May 30, 2005 5:22 pm
- Location: North Texas
- Contact:
Re: Tibrin: Island
Those palm trees look much better and I love the hurricane pics.
Hidden/Spoiler:
-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Tibrin: Island
I like the sound of that. It makes me really look forward to Dark Times II. And very nice update!Maveritchell wrote:machinery on Raxus Prime, creatures in the trees on Kashyyyk, heavy winds on Tibrin. It adds a lot to the maps, and while you can't see them in the pictures, I know you'll enjoy them when you play.