Aerie

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Re: Aerie

Postby Kedri » Mon Oct 22, 2007 2:23 pm

/me wonders if the landscape is at all cone-inspired
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Re: Aerie

Postby Kierra » Mon Oct 22, 2007 2:25 pm

ROTFLMAO

now would *I* do that? :angel:

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Re: Aerie

Postby Kedri » Mon Oct 22, 2007 2:46 pm

Yes. :P

If I were to ever make a semi-comedic age, that's what I would do. I believe I already have a hidden cone-shrine in one age...
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Re: Aerie

Postby Kierra » Mon Oct 22, 2007 2:57 pm

hehe, cone shrine easter egg :lol:

Alright, back to serious business! :P

More screenshots:

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Image


The statue light nimbus sprite is giving me some issues. no matter how white I try and make it, it keeps turning out that dirty white color you can really see in the second shot. Not sure why it's doing that. /scratchhead

Also, I'm working on lighting right now ...and boy is it a b!tch. Of course, I had to pick a sun-set environment, so trying to get the right combination of light and shadows is giving me a run for my money :(

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Re: Aerie

Postby Nadnerb » Mon Oct 22, 2007 4:34 pm

The statue light nimbus sprite is giving me some issues. no matter how white I try and make it, it keeps turning out that dirty white color you can really see in the second shot. Not sure why it's doing that. /scratchhead

My oh my.. I think this is going to become the most infamous feature of PyPRP. :P
Aloys had the same problem in another thread with the most recent Pahts build, and I had the same problem with my shell back at AgeBuilder.

What is happening is that all vertex colors are multiplied by the "Ambient" setting in blender, which defaults to 0.5, meaning that by default, everything is exported with half-desaturated vertex colors. :roll: You've probably noticed that all your "fully lit" areas are sorta half-gray too.

The fix: In each object's "material" setting, look for the "Shaders" tab and find the "Amb" slider. Move it from 0.500 to 1.000, and everything will then export to uru (via pyprp) with the vertex colors exactly as you see them in blender. ;)

To make this process faster, try this: (only if you are not using your materials settings! (working entirely with the uv mapper))
In object mode:
[A] (select all)
[ctrl]+[L], [4] (create links to materials)
[try moving the slider] (can't you just hear Atrus there? :D)
[U], 4 (make materials single user (removes the links))
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Re: Aerie

Postby Kedri » Mon Oct 22, 2007 4:47 pm

Well, Kierra, this is a great age.

Better than mine. :(

*Clears throat*

Anyway, only one thing I can immediately see that needs improvement, the floor texture. It's a little too low-res. :?
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Re: Aerie

Postby Kierra » Mon Oct 22, 2007 5:04 pm

Thank you Nadnerb, I will definitely try that fix!

Kedri. which floor?

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Re: Aerie

Postby Kedri » Mon Oct 22, 2007 5:13 pm

The first pic in your most recent post.
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Re: Aerie

Postby Kierra » Mon Oct 22, 2007 5:21 pm

the ground texture you mean?

Yeah, thats one of the things I'm still tweaking. Thats the best I've gotten it so far, but it probably wont stay that way.

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Re: Aerie

Postby Kedri » Mon Oct 22, 2007 5:43 pm

That's the one. Glad to hear you're working on it. :)
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