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February 9th, 2009, 13:45
#1
EmuTalk Member
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February 9th, 2009, 23:54
#2
EmuTalk Member
Thats funny. I'm currently working on exactly the same background.
I would be interested to learn what programms, technique you are using.
To get it into the game you'll need a special toolset, a modified version of Glide64. I have it somewhere on the HD.
I'll take a look when my exams are over (in a few days)
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February 10th, 2009, 00:21
#3
Moderator
Mode7 you don't happen to know if the source code for that was released do you?
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February 10th, 2009, 16:19
#4
EmuTalk Member
I found the link
http://www.emutalk.net/showthread.php?t=43644
Tutorial included - but no source.
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February 12th, 2009, 00:10
#5
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February 12th, 2009, 10:32
#6
EmuTalk Member
Some nice textures. Are you going to render this?
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February 12th, 2009, 11:34
#7
Just a Jupi.
Some of the textures aren't bad, but your perspectives are completely wrong. If you're not going to render the scene as one entity in 3D, you should really draw everything layer by layer, starting from the ground up.
Make a flat, complete ground image, with the bridge, bricks, and cobblestones and all fully together as they need to be in the final image, then drop it into the scene with the proper perspective. The building walls should be treated the same way; make one image of the complete side of a building, and drop it ontop of your ground layer with the proper perspective. You can then do the roof images ontop of that, and erase anything visible from the walls that shouldn't be there.
Above all else, keep your perspective in mind. Drop some guidelines around so you know what angles to follow. Nothing in your scene is going toward a matching vanishing point. The building at the upper left has a roof that appears to be sliding through the ground and into an unseen abyss, while the wall that holds it up is indistinguishable from the stone pathway. It looks as though you could very well be walking ontop of the wall, as opposed to it standing vertically as a support structure.
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February 12th, 2009, 14:56
#8
EmuTalk Member
He's using the original for a starting point. That is the perspective in the original. If you want to criticize Nintendo, then go ahead.
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February 13th, 2009, 11:49
#9
EmuTalk Member
Perspective
Yeah, I'm not to happy about it either. But since I cannot edit the walkmesh I cannot build it as accurately as I would like. Also, as Mollymutt pointed out I a lining up, as much as I can, with the original picture. In a later version I may try to rebuild as full sections and the readjust the perspective. I am not spending to much more time on this until I figure out how to put it into the game along with all my other hi-res files. The biggest problem is I have a hard time doing what I want in Photoshop so I use Fireworks. The uncompressed file is 270MB and when I open it up Fireworks bloats to over a GB in active memory and crashes when I try to do most anything. I'll have to start over now that I've made a first attempt.
I do appreciate the constructive criticism, though.
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February 13th, 2009, 11:58
#10
EmuTalk Member
What Jupiter means is, that some lines don't fall the way they should be. Everything looks a bit out of shape. Thie picture has a really complicated perspective so don't be to hard on him.
I'm using google sketchup's photomatch to match the perspective - works quite well. Here's an early preview.
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