#8372 posted by Text_Fish on 2012/04/14 11:08:21
If there's a Qexpo this year it's gonna be a corker. :O
Yeah
#8373 posted by Drew on 2012/04/14 23:28:32
that website.
and no.
not ever.
I'm super excited about the idea of APSP4. Not only because of the gameplay idea, but because I don't think I've ever played a metal themed map by you, and I'm sure you'd handle the style interestingly.
Anyways, whatever you do - looking forward to it.
Space Invaders N Junk
#8374 posted by - on 2012/04/15 10:37:57
http://i.imgur.com/Ht1QY.jpg
taking a little break from my q1sp to make a q3 20 brush map. this is day1. unlit. 4 patches, 5 brushes at the moment.
Oh Yeah
#8375 posted by - on 2012/04/15 10:45:10
the space invaders are jumppads
and animate
Looks Cool!
#8376 posted by than on 2012/04/15 11:26:48
how did you make the earth?
Already making a new Q1SP? yay!
Than
#8377 posted by - on 2012/04/15 21:07:28
It's a curve cylinder with the verts pulled into a sphere. Then I cloned the sphere and enlarged it *1.05, since I don't care if it's on the grid, and put a cloud shader on it.
Yes
#8378 posted by madfox on 2012/04/16 05:39:57
The pipe tut was a good easter egg, scamp.
The making of the pipe wasn't that bad, untill I started texturing, and as all sides had two texture counters I'm seeing metal4 for ever.
http://members.home.nl/gimli/pipv.jpg
http://members.home.nl/gimli/pipy.jpg
http://members.home.nl/gimli/pipx.jpg
I lost my patience in texturing them as Quark has such a bad ass 3D viewer.
I succeeded to make the pipe as small as possible without sliding.
Well almost as the inner space is 64 units.
MadFox
#8379 posted by JPL on 2012/04/16 08:51:16
You should try this:
1/ select a face of the pipe
2/ tag this face
3/ select an adjacent face to the tagged one
4/ apply around pillar feature
Then you'll get perfectly aligned textures around the pipes, and even in between pipes junctions if you repeat the the procedure.
I made some experiments some time ago on pipe texturing, and it gave interesting results
Experiment !
#8380 posted by anonymous user on 2012/04/16 11:39:27
madfox the problem isn't on quark
sorry
I saw lots of maps made in quark and they look just fine with all textures alight
try to make your work perfect from start to end, don't try to fix then all at the end... this is to much painfull for you and anyone that work this way.
Than.
#8381 posted by Shambler on 2012/04/16 12:11:56
You rock, please keep trying to finish stuff, I and plenty of others will definitely enjoy anything you make :)
Madfox, looks promising, I like the mad pipework, please fix the textures and get the map done :)
Trinca?
#8382 posted by RickyT33 on 2012/04/16 12:39:01
Wb
#8383 posted by Spirit on 2012/04/16 12:54:01
Trisouporting
#8384 posted by madfox on 2012/04/16 21:51:19
@JPL - I made the pipe with GtkRadiant and the texture was straight aligned, but when I imported into Quark I had to make the parts of the bending line with each side apart.
And as the sides are not trunked (\_/ in stead of \/) I got mixed up with double texture.
Is your advice for Quark or Radiant?
@drWho - right, I never had problems with quark, only when I have to texture and the texeditor as wel as the 3D screen get meshed out white with every movement.
@shambler - thanks for your support.
Agree With Everybody Else
Just chiming in to say that calling Anon!Trinca "drWho" gives me some hilarious mental images.
Thakx Jpl
#8386 posted by madfox on 2012/04/16 22:25:20
That saves me a bag of green unions I was stuck on the last days!
Centipedes Do Not Belong In Space
#8387 posted by - on 2012/04/17 04:59:20
MadFox
#8388 posted by JPL on 2012/04/17 10:57:36
It was for quArK obviously, but it looks you understood it at the end ;)
Progressing
#8389 posted by wakey on 2012/04/22 23:38:32
Good!
#8390 posted by madfox on 2012/04/23 00:42:05
Looks like a caveman searching for zombies.
Pics are a little dark to see, but then again, quake is dark.
I always turn up the contrast and brightness for showing screenshots. It can ruin the impression but also better to have a better view.
Almost part of the vertical map.
Wakey
#8391 posted by rj on 2012/04/23 00:46:21
that is so awesomely oldskool; it looks like a long-lost relic from the cdrom.com era. love the dark shadows. can't wait to play it!
Way Too Dark...
#8392 posted by JPL on 2012/04/23 02:28:25
... to provide proper feedback unfortunately...
Please fix this ;)
Because Not Everyone Can Help Themselves
#8393 posted by rj on 2012/04/23 09:27:10
#8394 posted by quakis on 2012/04/23 09:30:59
And it probably took you a second to do that too :p
The third shot (original post) bothers me. I feel that any depth/shape in the ceiling is lost because of the lighting or texturing. I can see that it curves, but everything just blends together so well that it feels like a wasted visual aspect. Something needs to break up the texture or something, while possibly also following the same curve could help?
Original
#8395 posted by nitin on 2012/04/23 14:27:22
shots look fine on my monitor, pretty moody stuff but brushwork looks a little too basic.
Calibrate your monitor jpl!
#8396 posted by JneeraZ on 2012/04/23 14:31:19
JPL's monitor isn't the problem. :) Those shots are dark as heeeell...
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