Make The Next Jam A Chainmap
#11625 posted by Cocerello on 2014/09/05 16:34:03
if you want to see a colaboration by all these matters.
Now that i mention that, wasn't spposed to be the third jam on september?
*Mfx, that looks very good, and the textures look OK in both highly lit and in darker areas. Please make a map out of that, with more of the second screenshot, the other two, while having their own personality, are still probably too similar to Sock's map.
More Doom 3
#11626 posted by tron on 2014/09/05 16:34:31
[IMG]http://i.imgur.com/KjNiThI.jpg[/IMG]
[IMG]http://i.imgur.com/jTfgK2w.jpg[/IMG]
[IMG]http://i.imgur.com/DFsl4BQ.jpg[/IMG]
Obviously ripping off Mars City pretty hard, don't worry there are non-corridor areas in this map.
Oh, Right, No Inline Images
#11627 posted by tron on 2014/09/05 16:35:37
whoops
Mfx Are You Referring To My Post
#11628 posted by spy on 2014/09/05 16:39:39
Or just more variety overall?
Have the same issues, all looks alike..
could you try to use metal4_4(rotated) tex instead?
just to see how it works and fits(or not)
i'm not insisting to you switch the whitish immediately, just for variance
Doom4
#11629 posted by spy on 2014/09/05 16:42:41
Mfx
#11630 posted by Lunaran on 2014/09/05 17:26:11
the two-tone look is very quake3.
It seems very clean and pure. Not bad in and of itself, because not every quake map has to be a rusty gory mess, but with filthy blood-covered ogres and knights crawling all over it might seem a bit odd.
MFX
#11631 posted by skacky on 2014/09/05 17:46:10
Looking great! Love your diamond thingies.
MFX.
#11632 posted by Shambler on 2014/09/05 19:10:09
Holy shit!
#11633 posted by Joel B on 2014/09/05 23:05:42
That's a beautiful Quake place. It's nice to see textures with a light palette that still has the Quake-y grit/grain, and shows off chunky architecture.
Mfx:
#11634 posted by metlslime on 2014/09/05 23:27:16
I really like #2, it's the one shot of those 3 that evolves beyond "brushes" into "architecture." The shape of the door echoed by the shape of the large angled pillars on either side is really sweet, the overall profile of the floating island is cool, the chain and broken stairs are cool. The only bit that seems out of place is the arch; i don't think you need or want arches in this level. The wedge / triangle shape plus angled pillars and mitered ends seems to be the unifying motif, a curved shape like the arch works against that unity and looks out of place.
Thanks For Your Feedback Guys!
#11635 posted by mfx on 2014/09/05 23:44:19
@ptoing: if we could setup a toolchain thats proper, we could achieve some beautiful things, i�m sure.
@Ijed: a�right.
@Drew: more detail can be added, sure.
@necros: no, but i can break the symetry:)
@Lunaran: good.
@Cocerello: map is stolen from sock. thats why.
@metlslime: You�re right, the arch is out of place.
I�m changing this for sure.
@spy i try to do my best.
Mfx
#11636 posted by ptoing on 2014/09/06 01:15:39
indeed. We should totally try that sometime when I got more time. I mean even just using the textureset I by then hopefully will have made and adding to it where some more specific textures would be needed. Like for platforms, lifts, arches, tech machinery and so on. Or even for chainlinks. making a texture that has built in edge wear at the appropriate places.
Mfx
#11637 posted by nitin on 2014/09/06 02:09:44
looks great. I like ijed's idea too.
My September Quake Project
#11638 posted by JneeraZ on 2014/09/08 03:01:28
I thought I posted this ...
Sorry if this is a repeat. Anyway, I'm doing a project this month and hope to have something to show at the end of it.
WIP test level:
https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update1.jpg
And here's a utility I made to help out with converting OBJ files to Quake MAP files for pasting into Trenchbroom. YOu still have to work with convex shapes and such but it saves time in that TB really only supports cubes at the moment.
https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update2.jpg
I'll post more info as the month moves along...
Bonus shot - heads on pikes! Gibbable, of course:
https://dl.dropboxusercontent.com/u/161473/SeptQuake/SpikeHeads.jpg
#11639 posted by necros on 2014/09/08 03:56:03
that is a very interesting style, don't think i've ever seen anything quite like it!
#11640 posted by killpixel on 2014/09/08 04:07:52
very cool, look forward to seeing more of it.
#11641 posted by metlslime on 2014/09/08 05:52:11
chains are the new crates.
COOLBEANS
NICE WarrenM I'll be watching this
The Artist Formerly Known As Willem
That looks really good!
WarrenM, that is so fucking cool. What 3D software is that?
WarrenM
#11645 posted by mfx on 2014/09/08 10:55:20
Yup, looking very neat!
#11646 posted by ptoing on 2014/09/08 11:21:06
@WarrenM: Will you be releases the OBJ converter thing? Also, am I correct in assuming that it also uses UV data to get texture scaling and rotation and such? Or did you do that in Trenchbroom after importing?
@FifthElephant: Looks like Modo to me.
#11647 posted by JneeraZ on 2014/09/08 11:40:23
Thanks guys!
Yes, it's MODO. I lurve MODO.
And I could release the OBJ convertor thing. It's not as awesome as you're imaging, believe me. :) All texture work is done in Trenchbroom. The OBJ->MAP thing is a simple polygons to planes thing.
BUT it's useful for getting shapes that are hard to do in a traditional Quake editor.
#11648 posted by negke on 2014/09/08 11:54:20
If you do a MAP->OBJ thing as well, we have a deal.
#11649 posted by JneeraZ on 2014/09/08 12:15:11
Do you mean MAP or BSP? MAP wouldn't be THAT hard ...
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