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.
Looks Neat And Well-designed.
#11990 posted by
Shambler on 2015/02/02 10:32:36
If a bit grey in places.
Yeah...
#11992 posted by
ijed on 2015/02/02 13:07:01
Maybe make some of the inset pieces either orange or black, even though visuals are a secondary consideration for DM.
Here's a primary one though; the 16 unit slope next to the stairs might cause a problem for movement.
I think colored lighting is overdone in a lot of quake 2 maps. The lip on the stairs is not a problem but the ladders in the map are a bit crap for some reason.
It's mostly done now and I could release in its current state and be happy but the contest doesn't start for a bit so I might polish ot up before then.
Nah
#11994 posted by
ijed on 2015/02/02 13:20:36
I meant change the textures to those red/orange bulkheads - if memory serves they are the same versions of the ones you've used.
I always liked the powerstation black textures as well, but maybe that's just fond memories of that episode, probably the most enjoyable one in Q2 for me.