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Old 09-05-2015, 03:56 PM   #31   Add To Ignore List  
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Default Re: Harbinger's Core Room

http://puu.sh/k12fC/38a5bc7c5b.jpg

A little something for SS3, I prefer a little variety with the Kleers.
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Old 09-05-2015, 07:10 PM   #32   Add To Ignore List  
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Default Re: Harbinger's Core Room

It would be cool if there was a lore explanation for it, like the difference comes from different provinces of planet Kleer giving them distinct appearances.
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Old 09-05-2015, 11:23 PM   #33   Add To Ignore List  
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Default Re: Harbinger's Core Room

I'd say there was some parts of Planet Kleer that got the worst brunt of it (SS3 Kleers) and there was parts that wasn't too worst off (SS2 and SSHD Kleers) The not badly burnt Kleer Skeletons were given more armor due to the ones that were had too brittle bones to be grafted with that kind of armor.
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Old 09-06-2015, 05:32 AM   #34   Add To Ignore List  
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Default Re: Harbinger's Core Room

Ooo, I like that, it's always fun to read backstory explanations like that. You could also add the SS1 Kleers.
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Old 09-06-2015, 02:14 PM   #35   Add To Ignore List  
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Default Re: Harbinger's Core Room

I would but I don't have their Mesh so to speak.
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Old 09-06-2015, 03:09 PM   #36   Add To Ignore List  
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Default Re: Harbinger's Core Room

There must be an easy way to export the model, I'm sure one of the knowledgeable modelers here could tell you about it. If you're interested, that is.
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Old 09-07-2015, 12:28 PM   #37   Add To Ignore List  
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Default Re: Harbinger's Core Room

Are you doing it like the random beheaded mod?
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Old 09-07-2015, 07:33 PM   #38   Add To Ignore List  
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Default Re: Harbinger's Core Room

No it's just a version you can use that is from SS2, You can see them mix in with the SS3 Kleers in Unity.
http://images.akamai.steamusercontent.com/ugc/427068996691110040/9BFC7FCF3E62FD00B23C8058DC9693F4141E0384/
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Old 09-12-2015, 09:49 PM   #39   Add To Ignore List  
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Default Re: Harbinger's Core Room

http://puu.sh/k96z5/742ca24f18.jpg

My revised map is looking good so far and look who decided to show up?
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Old 09-24-2015, 12:17 PM   #40   Add To Ignore List  
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Default Re: Harbinger's Core Room

http://steamcommunity.com/sharedfile.../?id=513092919

SS2 Kleers.
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Old 09-25-2015, 01:50 AM   #41   Add To Ignore List  
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Default Re: Harbinger's Core Room

There should be a girl kleer...
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Old 09-25-2015, 03:20 AM   #42   Add To Ignore List  
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Default Re: Harbinger's Core Room

Who says Kleers aren't girls? I mean, you can't really see its gender from a skeleton...
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Old 09-26-2015, 01:30 AM   #43   Add To Ignore List  
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Default Re: Harbinger's Core Room

Yes you can.
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Old 09-26-2015, 04:35 AM   #44   Add To Ignore List  
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Default Re: Harbinger's Core Room

Do tell.
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Old 09-26-2015, 11:11 AM   #45   Add To Ignore List  
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Default Re: Harbinger's Core Room

Just look for the boner. Obviously.
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Old 09-26-2015, 01:57 PM   #46   Add To Ignore List  
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Default Re: Harbinger's Core Room

They don't have boners, they have bones. You bonehead.
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Old 09-26-2015, 06:30 PM   #47   Add To Ignore List  
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Default Re: Harbinger's Core Room

Hey Harbinger, show us some more of those pictures you showed me.
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Old 09-27-2015, 05:26 PM   #48   Add To Ignore List  
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Default Re: Harbinger's Core Room

I like how you two always start a random conversation.
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Old 09-27-2015, 06:22 PM   #49   Add To Ignore List  
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Default Re: Harbinger's Core Room

Some Photos (Cuz Louva asked.)

http://images.akamai.steamusercontent.com/ugc/423693199795758036/DA88C953957EB34A6F6FF3DC5EA8ECAF4F7185CB/

http://images.akamai.steamusercontent.com/ugc/423693199795758759/24AC40F1F81ED4B0A6509B7E0A4B59D75523DB4A/

http://images.akamai.steamusercontent.com/ugc/423693199795757321/1298BA7905AF40894550D74F08342638E0F8734C/

http://images.akamai.steamusercontent.com/ugc/423693199795757452/3D13069EF408911A2BD73299D2D7090CA2B9B11E/

http://images.akamai.steamusercontent.com/ugc/423692186789220752/39BB353415A8F1032C4504AA4A586E6D158AA58A/

http://images.akamai.steamusercontent.com/ugc/423692186789058212/9C5D8EF5618564BC6CC239AD34159A09FCC0D9DC/

http://images.akamai.steamusercontent.com/ugc/423692186789220045/7EDB0561B9CAB248E069F6875D0122017DE4A054/
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Old 12-09-2015, 06:42 PM   #50   Add To Ignore List  
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Default Re: Harbinger's Core Room

https://www.dropbox.com/s/7jcii34f12...ation.gro?dl=0

A Beta of my mini-campaign, totally playable although some scripts in 2nd level don't work and touchup while I work on the third map.

http://images.akamai.steamusercontent.com/ugc/397804203910818057/C0F39A62EFBB31349882E0EBA0FECD359F616B2A/

http://images.akamai.steamusercontent.com/ugc/395552593961147497/C3EADB025ADDC161E607674C82A9FCF89FB29F5C/

http://images.akamai.steamusercontent.com/ugc/395551484001197428/4BFB4FF5992AC4C622BCF37B2EB51BF01DF16921/

http://images.akamai.steamusercontent.com/ugc/396676045200851733/CA36DA6E89E15FCD8945DF3C5CDA79DD647DB743/
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Old 12-10-2015, 07:12 AM   #51   Add To Ignore List  
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Default Re: Harbinger's Core Room

The lighting looks too dark compared to the terrain in the last two shots. Besides that it's looking really cool!
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Old 12-10-2015, 09:49 AM   #52   Add To Ignore List  
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Default Re: Harbinger's Core Room

Actually, it really seems like that there's no lighting at all.

Try these tutorials:
https://www.youtube.com/watch?v=yy__yhFE9Vg
https://www.youtube.com/watch?v=sQcPhMYvypg
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Old 12-10-2015, 04:36 PM   #53   Add To Ignore List  
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Default Re: Harbinger's Core Room

Quote:
Originally Posted by Solais View Post
Actually, it really seems like that there's no lighting at all.

Try these tutorials:
https://www.youtube.com/watch?v=yy__yhFE9Vg
https://www.youtube.com/watch?v=sQcPhMYvypg
I think that was before fix.
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Old 12-11-2015, 12:53 AM   #54   Add To Ignore List  
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Default Re: Harbinger's Core Room

Nice bull droppings in the first image.

Looks like the terrain is sticking through the wall on second, middle left side.

Oh, and I forgot to mention on your older images. You should try to create a top-map for your custom terrains so that they look better. Are you doing heightmaps or completely customized through the editor?
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Old 12-11-2015, 02:37 AM   #55   Add To Ignore List  
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Default Re: Harbinger's Core Room

I think you mean, painting a terrain mask (which I guess what the top-map was in SE1), also, in general, terrain displacement in SED is done through the editor now, the engine doesn't use heightmaps anymore for that since SE2.
However, from the screenshots, it is visible that he indeed made a terrain mask, but it is somewhat basic, and also seems to be quite small. Also, the textures used in the multilayer are too large. Should use "Y-plane" instead of "Texture" in the layer uvmap settings and have the textures stretched times 0.5.
You could also try painting a shade texture. It's the same as painting a terrain mask texture, but with this, you paint colors on the terrain, instead of textures. You can create some pretty cool customized stains on the terrain with it, no need to use the generic Stains shader.

And yes, I agree, the mountains are super janky. You should try applying the smooth tool on them, or using some cliff models, either from SS3, SSHD or Talos instead.
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Last edited by Solais; 12-11-2015 at 02:43 AM.
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Old 12-11-2015, 07:08 AM   #56   Add To Ignore List  
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Default Re: Harbinger's Core Room

Quote:
Originally Posted by Louva-Deus View Post
Nice bull droppings in the first image.
... cannot be unseen.
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[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


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Old 12-11-2015, 04:18 PM   #57   Add To Ignore List  
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Default Re: Harbinger's Core Room

Quote:
Originally Posted by Solais View Post
I think you mean, painting a terrain mask (which I guess what the top-map was in SE1), also, in general, terrain displacement in SED is done through the editor now, the engine doesn't use heightmaps anymore for that since SE2.
However, from the screenshots, it is visible that he indeed made a terrain mask, but it is somewhat basic, and also seems to be quite small. Also, the textures used in the multilayer are too large. Should use "Y-plane" instead of "Texture" in the layer uvmap settings and have the textures stretched times 0.5.
You could also try painting a shade texture. It's the same as painting a terrain mask texture, but with this, you paint colors on the terrain, instead of textures. You can create some pretty cool customized stains on the terrain with it, no need to use the generic Stains shader.

And yes, I agree, the mountains are super janky. You should try applying the smooth tool on them, or using some cliff models, either from SS3, SSHD or Talos instead.
Those Cliffs are from SS3.
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Old 12-11-2015, 05:06 PM   #58   Add To Ignore List  
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Default Re: Harbinger's Core Room

http://puu.sh/lRXmD/a05791157b.jpg

Preview
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Old 12-11-2015, 08:33 PM   #59   Add To Ignore List  
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Default Re: Harbinger's Core Room

Grass in the desert? Weird.. Add some waterworks to help that make sense.
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Old 12-11-2015, 09:48 PM   #60   Add To Ignore List  
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Default Re: Harbinger's Core Room

Quote:
Originally Posted by Louva-Deus View Post
Grass in the desert? Weird.. Add some waterworks to help that make sense.
Well you got weirder stuff, like it snowed in a desert once, so why not there be grass? And theres no Water Objects to put there.
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