WIP - Libya BETA for BMS
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Took a hop in Drakko’s Italian Desert skin.;)
Over Libya at 15000ft
5000ft, Drakko’s skin looks great in this theater
Thanks Drakko.:drink:
RAM22
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I cant wait the new theater to test by myself too!!!
I want to see these sand dunes!!! -
Tiles are looking good from 5000ft and from 15000ft, and Drakko’s skin fits really nicely there,
but right now there is no action in your campaign.… runs and hides.
Cheers,
LS -
RAM, you surprised me - you had my same idea to post for Drakko the same pic with the same plane, the same pic in the same theater… don’t know precisely now if should I congratulate you, or shoot with my lupara gun, 'mate
It’s up to you now: make your choice :dhorse:
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What the hell is a lupara gun?? I might opt for that!!!:D
RAM22
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Oh, if it’s for that you have not to be scared too much… it is only a special gun we use here to shoot at wolves (“lupi”, in Italian), more or less like an Ithaca .10 of yours and loaded with heavy duty ammunitions.
Still of your mind? :uham:
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LOL, we eat Wolves here in Tennessee.:lol:
RAM22
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Yeah, I should have guessed that.
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Yeah, I should have guessed that.
When we go out to take a DUMP in the Outhouse, we take a strip of bacon and lure them in, then we stab them in the head with a pitchfork.
Their not as smart as everyone thinks.:rofl:
RAM22
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RAM22
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I’ve never ever seen a vehicle crossing a bridge, … great job.Cheers,
LS -
I’ve never ever seen a vehicle crossing a bridge, … great job.
LOL. We were able to create quick sand too in the desert sand/river tiles with the water shader and the alhpa’s, we took them out though because it caused the rivers banks to be too blurry but it looked pretty eerie and cool.
RAM22
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@RAM22:
LOL. We were able to create quick sand too in the desert sand/river tiles with the water shader and the alhpa’s, we took them out though because it caused the rivers banks to be too blurry but it looked pretty eerie and cool.
RAM22
Screenshot? Please……
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Screenshot? Please……
You can’t see it in a screenshot as of course it is frozen in time, I would have to record a video but like I said we have taken it out.
I do have all the previous textures still, it would be a matter of re-inserting them and making a vid.
But we’re pretty busy ATM.
RAM22
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All good, i actually thought of that after i posted.
You guys are doing an amazing job.
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Thanks
I should point out, we did not intend to make the effect, we stumbled upon it:D. What happened was the alpha channel was slightly larger than the river and it extended out to the banks of the river, so with the shader effect the sand was undulating and resembled quick sand.
But it does show with different types of terrain textures you can do some pretty cool things in DX9 thanks to the BMS team.
Actually though you can see the effect somewhat in a screenshot, this is the one I took when I told King Richard that it made the rivers, their banks transitions too blurry(it’s most notable in the little islands in this river T):
RAM22
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the alfariver should be brushed in a really minor in size than the tile river, this make the edges have a soft blurr it’s looking good btw!
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Really nice RAM. I especially like how you made the bridge deck ‘curve’ and give the overall structure a more 3dimensional feel. In the past, all the bridges were nothing more than slabs floating above the terrain. I love the tanks crossing the bridge. I am looking forward to bombing a tank column as it crosses your 3d bridge.:D
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RAM,
I’ve realized I’ve not congratulated still for the nice job you’re doing about this theater… my apologies for that, those I’m seeing are great things indeed, keep on this way! And please let me know how could help you even in the next future, I’d like to test it - the task I think I’m good to.
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I’ve never ever seen a vehicle crossing a bridge, … great job.Cheers,
LSThis is just one reason we don’t let Tile Arteeest’s mess with Road tile’s\Link’s\Area’s\Path’s……LOL!!!:mrgreen:
Aloha,
demer