Quote:
Originally Posted by
absurdistof
You could maybe get your exploded dam and export it to an engine, make some tf2-esque water, run a sim of it pouring through and export it back if thats possible. The water renders for blender looked pretty damn good to me.
Ask around, I guarantee someone will know.
There's a very handy tutorial on this site for such a thing--but it's really just completely above my head and I really don't know anything about making 3D animations and the like in 3Ds Max/Rayfire etc. and even with the tutorial I was just sorta baffled.
I guess I'll have to figure it out, because I don't really know anyone who has any real knowledge in this field. :U But either way my focus has been on trying to figure out this explosion when that's not where it should've been; I still should refine my map design more.
I am pretty confident in the all-around layout now, and, barring any remaining sniper problems in the final area, my focus now lies more or less with spawn room pacing (Should RED be moved back later? Should BLU be moved up earlier) and the possibility of opening up new paths (namely, I've been wondering if a new path should be opened up for BLU at the final point) I think we might be good to go for a beta version whenever I can get an explosion in, one way or another.
For fun, here's shots of the two earliest screenshots of the map I have, and the dam the final point is based off of. The first one is just a conjectural screenshot to get a basic idea of how big the rain particles were and how everything would look because I hadn't done an alpine map at this point in time yet. The second one is of the first in-progress shot I have of what would eventually become the full map.