From Warren
Dunno What AO Is.
#11965 posted by
Shambler on 2015/01/14 20:57:42
but I know that's some nice design there :)
Shambler
#11967 posted by
Kinn on 2015/01/14 21:35:59
look in the mapping help thread for more of the pretties.
In short - we have a new toy!
#11968 posted by
madfox on 2015/01/18 04:18:14
qriple zomby
info_light makes the light origin so dimm,
hard to believe that spots emmiting so much light.
already over 720 ents while the limit is 620.
Looks really good MF. Definitely need to get some small radius lights near those light textures. Other than that though I'm liking what I see.
Madfox
#11970 posted by
Breezeep_ on 2015/01/18 05:09:24
Those screenies look like '96 - '97 era screenshots.
Do you have an old PC? (just wondering)
#11971 posted by
ericw on 2015/01/18 05:26:30
Looks really cool overall, Madfox! Agree w/ fifth on the light fixtures; it looks a bit weird to have a nice cone of light hitting the rocks, but the fixtures themselves are dark.
In those screenshots at least, the skybox brightness is also a bit overpowering, maybe they would fit in better if darkened a little in an image editor?
Bleh
#11972 posted by
madfox on 2015/01/18 05:44:50
@-5th All the info_light have an upper light, but that makes the entcount so hight.
I tend to a light0.3 with dist0.7 and range0.7 -light15 for a large area soft ligtning.
@-uaddy Quake screens always are point of taste.
Sometimes I can't see a thing.
This case was I support them on my own site and they were low jpgs.
I turned them into high, hope you see.
@-ericw you're right about the skybox, but it's the fog0.02 that's causing it. I changed the boxtga but it won't work, only clearing out fog, but then they're so awfull cliffdemon it cries out colour. Or no fog and soften the original.
Ah Cool
#11973 posted by
ericw on 2015/01/18 09:35:51
For fitzquake family engines, you can set "r_skyfog 0.1" to reduce the fogging of the skybox (default is 0.5)
Make another light near the light texture itself with a small radius (like "wait 3" or something")... pretty much standard practice for the type of light you've made.
Oops
#11975 posted by
madfox on 2015/01/18 22:52:07
didn't know that r_skyfog
Made A Cinemagraph Of An Old Videogame
#11976 posted by
Breezeep_ on 2015/01/26 17:11:21
#11977 posted by Spike on 2015/01/26 20:48:37
WARNING: 16,384px * 12,288px.
http://triptohell.info/moodles/junk/fte-megapixely.png
hopefully your browser will cope...
I'll never know since NOD32 blocks that website.
I Like The Useless HUD There
#11979 posted by
metlslime on 2015/01/26 21:13:50
Yeah, I Wondered If Anyone Would Notice That Hud.
#11980 posted by Spike on 2015/01/26 21:23:54
WARNING: 16,384px * 12,288px.
#11981 posted by
Shambler on 2015/01/26 22:18:01
My browser coped fine.
My boredom threshold didn't.
Most pointless screenshot ever, congrats.
#11982 posted by dwere on 2015/01/27 13:03:15
Chrome can't handle it
#11983 posted by spiney on 2015/01/27 22:30:57
Spike: hah! Just what I needed to test my megapixel viewer :P
lotsa pixel
Should work in every browser
(do tell if you have issues)
#11984 posted by spiney on 2015/01/27 22:32:00
May I Let Facebookloose On That?
#11985 posted by
Spirit on 2015/01/27 22:42:13
#11986 posted by Spiney on 2015/01/27 23:01:37
Feel free! It's on my shared hosting which I canceled half a year ago. Apparently they're too lazy to close it, should have done it earlier. lol.
Q2 Map For Q2 Cafe Map Thingy...
http://i.imgur.com/EaTaJIh.jpg
http://i.imgur.com/poYy8tj.jpg
http://i.imgur.com/oQWkLo1.jpg
Took me a day to do all the gameplay blocking out first and the basic lighting. And then another day to do all the texture work and do the lighting proper.
I think gameplay-wise it's one of the best DM maps I've done, it's like a cross between DM6, Q2DM8 and Deck-16.
Contest hasn't really started yet but the map is mostly done, needs a couple of gameplay tweaks and a bit of bug-testing.
Needs More Ammo
#11988 posted by
- on 2015/02/02 04:45:09
I might run out if I hold down mouse1 all the time. DM is supposed to be about dealing with a fuck-ton of enemies and surviving against ridiculous odds, not ammo management.