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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

ut4_ruins

Ideas and concepts for maps, discuss here.
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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Sat Mar 08, 2014 5:36 am

Do what ever you think works best :)

Sounds good!

You wouldn't happen to have that sand texture would you?
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Bin
Posts: 16
Joined: Thu Dec 05, 2013 1:36 am

Re: ut4_ruins

Postby Bin » Sat Mar 08, 2014 2:32 pm

Unfortunately everything that you see is done procedurally with fractal-based computed displacements, everything from the dunes to the sand grains. So I am unable to share I think what I do. Otoh, I can give you the RGB values of my shaders so you can match the color of the sand if you like.

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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Sun Mar 09, 2014 11:23 am

Yeah that'd help :)
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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Thu Mar 13, 2014 12:55 am

Sooo I'm stuck. Not sure what to do next...
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Markinho
Posts: 109
Joined: Thu Nov 03, 2011 10:56 pm
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Re: ut4_ruins

Postby Markinho » Thu Mar 13, 2014 11:26 pm

I wouldn't worry about sky terrain's detail as it's not really visible ingame, focus better on the sky
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Bin
Posts: 16
Joined: Thu Dec 05, 2013 1:36 am

Re: ut4_ruins

Postby Bin » Fri Mar 14, 2014 2:32 pm

Good advice, thanks!


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