 Ikwhite...
#10250 posted by Breezeep_ on 2014/01/04 21:47:01
...we meet again...
#10251 posted by [Kona] on 2014/01/04 21:52:01
the yellow light is good, i think it would be to drag without it, but there needs to be more than just 1. don't make everything yellow lights, there needs to be a mix, done in a way it would make sense to make you have certain tall lights that are yellw and the rest are white. or maybe the yellow lighting comes from the sunlight, which means change the sky. that way that top dome can have a ray of yellow lighting. it would mean most areas of the level where need some sort of peek into the outside so the sunlight can get in.
 I Recommend
#10252 posted by SleepwalkR on 2014/01/04 21:54:24
making the color more subtle.
 Yellow Light
#10253 posted by skacky on 2014/01/04 21:57:56
I'm still experimenting with lighting, since IKWhite is a very singular theme. I figured having a few warm lights would be a good idea, but I'd like to keep the thing mostly light cold blue (the only white light is the one from the sky so far). I'd like to keep the night sky.
The yellow light might be too strong though.
 Hey Skacky
#10254 posted by Preach on 2014/01/04 22:56:29
I'd agree with taking the yellow light down a touch - when it's surrounded by all that blue you'd probably even get away with not colouring it and it would look warm. Also, if you want a copy of http://tomeofpreach.wordpress.com/2012/12/20/dome/ that's been palette-swapped from ikblue to ikwhite, just drop me an e-mail and I'll hook you up!
#10255 posted by Spiney on 2014/01/04 22:56:35
I like it. Don't think the color is too strong.
 For What It's Worth
#10256 posted by Kinn on 2014/01/04 22:59:08
I think Zendar has the best use of coloured light in Quake that I've seen.
#10257 posted by Spiney on 2014/01/04 22:59:30
On second thought, tone it down a bit. Or try making the spot yellow and the fill grey-blue.
 Most Blue Would Be Ideal
#10258 posted by nitin on 2014/01/04 23:50:35
but looking good.
#10259 posted by Trinca on 2014/01/05 00:04:19
skacky you a very talent guy!
keep it up!
 Preach
#10260 posted by skacky on 2014/01/05 00:38:24
Sure, I'll send you a mail pretty soon. Domes are welcome since I already have quite a lot of brushes in the level. :p
I changed the yellow light for a very cold orange and I think it looks better. It's less piss and more subtle.
 Waterfalls And Stuff
#10261 posted by Breezeep_ on 2014/01/05 03:48:26
 Nice
#10262 posted by JPL on 2014/01/05 09:11:31
.. but the waterfall has too much transparency IMHO...
 Looks Good
#10263 posted by nitin on 2014/01/05 11:50:14
but practically where is the water coming from? The top part should be set further down so it doesnt look as flat as it does at the moment.
Then again it probably will depend on player's perspective when he looks up, ie will the player be as high as where the shot's taken from?
 LaTEST
#10264 posted by Shambler on 2014/01/05 12:12:52
SHOTS. All looking good in their respective ways. Keep it going mapperz :)
 @nitin
#10265 posted by Breezeep_ on 2014/01/05 16:38:10
The player won't be that high up singe the waterfall is flowing down the slope. and also, do you want me to change the alpha scale or remove it?
 The Boxes
#10266 posted by Barnak on 2014/01/05 16:45:23
The boxes shown at the bottom of that fall have some weird proportions. Doesn't feel right.
 Waterfall Looks Good
#10267 posted by Drew on 2014/01/05 16:49:12
agree re transparency.
Completely disagree re looking top part being too high, re boxes being bad proportions.
 Boxes
#10268 posted by Rick on 2014/01/05 17:07:11
Left one is 64x64 but only 32 high. Middle is 32x64 and 32 high. Neither of those are a "standard" size. Right one is 64x64x64. The weird shape looks like is because of an abnormally high fov setting.
 Rick
#10269 posted by Breezeep_ on 2014/01/05 17:13:51
I had my fov set to 100, do you want me to resize the boxes?
 No
#10270 posted by Rick on 2014/01/05 18:15:44
Make whatever looks good to you. You don't see non-cube crates often in Quake but that doesn't make them wrong. I was just saying that the distortion was probably just a display artifact. It does look a little more skewed than I'm used to, what engine is that?
 I'm Using Quakespasm, Rick.
#10271 posted by Breezeep_ on 2014/01/05 19:35:59
 God Dammit...
#10272 posted by Breezeep_ on 2014/01/05 19:43:13
looks like my map isn't working very well, I'm getting strange vis errors. you think I should start over?
 I Would Like You To Keep At It.
#10273 posted by Drew on 2014/01/05 19:48:19
 Drew
#10274 posted by Breezeep_ on 2014/01/05 19:51:43
If you want me to keep at it, how am I supposed to fix all the vis errors?
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