Indeed
#1033 posted by
madfox on 2004/05/14 20:44:41
custents is the place to seek for the "func_train_syncer".
Madfox...
#1034 posted by
Shambler on 2004/05/15 03:14:28
...that shot is looking better than almost all your previous shots. Keep playing around, I think you're getting somewhere with that one. Grand architecture and curves are good, as is a consistent texturing theme.
Devotion To The Antiques...
#1035 posted by
madfox on 2004/05/15 12:43:38
I am only crumblin' with that nasty habbit of the compiler to decompile right brushes. At least, that's what Quark aims...
Here is one from "Cicade", endlevel-2 part#6.
http://members.home.nl/gimli/Quake18.jpg
Ogre Can't Stand Loosing...
#1036 posted by
madfox on 2004/05/17 19:21:53
Nice
#1037 posted by
HeadThump on 2004/05/17 19:40:40
Submit that one to PlanetQuake!
Rock Textures
#1038 posted by
Razumen on 2004/05/18 02:19:02
Cough
#1039 posted by
Vondur on 2004/05/18 03:27:55
the images are extra dark, i cannot see a thing, sorry....
3 (or 6 If You Really Have To...)
#1040 posted by
distrans on 2004/05/18 03:35:52
...the stratification in the other textures doesn't suit some of your outcropping.
Vondur
#1041 posted by
Razumen on 2004/05/18 03:47:28
Yeah I should have run them through PSP and made them brighter, it's just that they'll look darker unless they're viewed in fullscreen.
Screenies
#1044 posted by
pdictter on 2004/05/19 15:49:48
http://www.geocities.com/hyrm827/index.htm
was bored so i decided to put some screenies up of the maps i'd been working on since mid 2003. i havent gotten much done. i usually sit down and work on these for liek 1 hour every month. :)
the lighting/textures migth be all fucked up in some.
Looks Pretty Good
#1045 posted by
Blitz on 2004/05/19 16:08:41
Keep it up pdcitter. The Egypt one looked kinda smallish in scale, but still nice.
.
#1046 posted by
necros on 2004/05/19 19:57:37
i like the base one best. but both look like they'll be nice maps when they're done.
also, it's the first time i've seen what quiver looks like. whoa.
Ut204 CBP 2
#1047 posted by
nitin on 2004/05/21 04:11:26
Here3ctf1
#1048 posted by
here on 2004/05/23 12:27:44
I need some testers to help me :
screenies and download on :
http://www.planetquake.com/here/here3ctf1.htm
Grunt
#1049 posted by
. on 2004/05/23 12:44:44
I haven't skinned before so I thought I'd start off with Q1. I need to skin the gun and the back yet. Also I know the arms appear glossy, that has since been removed. He is also too pale. I'm thinking of redoing the sounds to. I see this skin fitting in better with grimier, dirtier sewer maps perhaps:
http://quake.phait-accompli.com/crap/grunt/g1.jpg
.
#1050 posted by
necros on 2004/05/23 13:02:37
that's actually pretty good dude. the faceplate gloss is a bit strong, maybe reduce it a bit, and get more of the grunt's face on there.
not bad for a first skin!
Thanks
#1051 posted by
. on 2004/05/23 13:28:14
I look forward to doing a Q3 skin since you can see the detail more, I don't think Q1 justifies my capabilities honestly.
Just Checked The General Abuse Thread
#1053 posted by
starbuck on 2004/05/23 17:09:58
looks like you didn't, congrats :)
Unreal Engine 3 Monsters
#1055 posted by
nitin on 2004/05/24 04:46:42
Nice...
#1056 posted by
Shambler on 2004/05/24 05:35:46
The end of the U3Tech video definitely got me a bit moist, when the 'beast' came over.
I love a good monstery monster =)
Ooh, U3 Monsters
#1057 posted by
starbuck on 2004/05/24 06:35:57
Those monsters look much much better in high detail shots. Don't get me wrong, they looked good in the video too, but you can see their pores in these pictures.
The 'glow' effect works really well on the overbright sections. Actually, just having those bright, near-white sections created by lighting puts them ahead of most 3d engines... I've always thought that to be one of the biggest differences between 3d game engines and reality. I imagine it's probably pretty hard to do well, but I can't see the people who made Unreal 2 putting a foot wrong, or making some sort of mistake. Cough.