Author Topic: Nibelheim  (Read 2233 times)

Offline unixfreak

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Nibelheim
« on: March 01, 2012, 06:29:35 am »
Some screenshots taken other the past few months of a map i've been slowly making. Thought it would be interesting to see how it's evolving. I'll post updated screenshot's every now and then.

PS; It's a town from the best game ever made (final fantasy 7  ;D) for those who don't know.
http://images.wikia.com/finalfantasy/images/9/9e/Nibelheim.PNG

Will be trying to get it as close as possible (within cube 2's octree limit), and only using release content (default models, textures etc... no custom stuff!).

So here's a few screenshots, the latest is from earlier today, the others a probably anywhere between a few weeks or months old now.

Offline Sauce

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Re: Nibelheim
« Reply #1 on: March 02, 2012, 02:15:49 am »
Neat.
It is a profound and necessary truth that the deep things in science are not found because they are useful; they are found because it was possible to find them.

Offline vampireturtle

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Re: Nibelheim
« Reply #2 on: March 07, 2012, 01:09:38 pm »
why don't you add the sharp sunlight? svn sauer has /sunlight commands btw that make it a lot easier

Offline unixfreak

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Re: Nibelheim
« Reply #3 on: March 07, 2012, 01:17:23 pm »
Good idea. I've been playing around with sunlight on red eclipse, but the sauer textures fit this map better.
Didn't think of that  :D

Offline unixfreak

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Re: Nibelheim
« Reply #4 on: March 11, 2012, 11:06:14 pm »
I'm so glad you mentioned sunlight with svn vampi. I've managed to get the  yaw is perfect in the screenshot, might need to  adjust the pitch a little in the future. It looks pretty close now, although i had to go back to lightprecision 32 (lots of lightmaps) to stop the struts on the diagonal houses from going funny looking .

 :fapping:

Offline vampireturtle

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Re: Nibelheim
« Reply #5 on: March 12, 2012, 07:36:38 am »
May I suggest you use mapmodels for the roof models (pipes and chimneys), and a custom 45 degree rotated texture for the 45 degree houses?  :kirby: