In-editor Short Of A Work-in-progress:
#1215 posted by
Jago on 2004/08/08 14:08:10
http://img32.exs.cx/img32/2899/jqsp1-2.jpg
This is the same ikbase map I posted am in-game screenshot of about 25 or so posts ago in this thread.
What Version Of...
#1216 posted by
Blitz on 2004/08/08 16:23:36
Radiant is that, that you were able to load the .wad??
RE: What Version Of...
#1217 posted by
Jago on 2004/08/08 16:48:59
GTKRadiant 1.5 has had WAD support for a long time now.
Commnets On My Map
#1218 posted by Zorius on 2004/08/09 20:09:31
Hi. Thanks your comments Grieve, Scampie and Necros!
Need som more ornaments and detail? Ehh. I can do that maximum with the textures, because the r_speeds already touches 1500..., so I can't really put in more detail.
The scale is not so huge, just the shots shows that, because I used fov 100 to make a better view of the areas.
There ARE curves, though You don't see them on the shots (and remember, it's quake2 and not so much curves are enabled in this engine...), but there aren't really trims and texture blends, I see.
And don't be so clever with those lights! They are texture emitting lights, so don't tell me craps like "emitted 16 units above the actual source", because the engine makes them look lke, but they have a little trick, that's why they look a little weird. So I can't lower them (lower what? Attenuation? Craps. They are naked texture lights!). Maybe they aren't realistic, but they are interested!
Anyway thanks. That's the maximum I can do. I'm not a professional mapper, so this will be the map You will download and play free, or You will skip it! Maybe the next one will be more good...
bye Quake fans
Ummm...
#1219 posted by
Shambler on 2004/08/10 03:58:11
That's the maximum I can do.
Maybe the next one will be more good...
Well, if the next one might be more good, then obviously this might NOT be the maximum you can do...
A Couple More
#1220 posted by
Kinn on 2004/08/11 05:22:16
In #tf, Blitz requested a couple more shots of the fortress exterior; I figured I might as well post them here as well:
http://photopile.com/photos/sloochyslooch/quakemaps/139539.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/139538.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/139537.jpg
Note that the water and the road texture has been changed from the previous pimp shots.
Kinn / Blitz
#1221 posted by
JPL on 2004/08/11 06:18:29
Wow... Nice screenies really... I like the architecture, and the textures use, even if it's a little bit too much "red"... This sensation is reinforced by the red-falling sun-sky in the backward... and I feel a "bloody" after looking at the screen... Anyway, I hope my rookie comments are not discouraging you... It's a nice work however... Keep it up !!
Teh Pwnage!!
#1224 posted by
Shambler on 2004/08/11 10:29:56
Personally I think #1 is the best as it shows how really impressive it will be when you;re actually approaching it, plus how well the lighting works with that skybox (might even have to try custom engine shizznaz for this one).
P.S. Vondur get back to the dark forests :P
Thanks Guys
#1225 posted by
Kinn on 2004/08/11 10:47:34
Shambler - that's very true - #1 (view from the road surface) is representative of an actual in-game view, whilst I flymoded to take the others.
A couple of people have mentioned that coloured sky lighting may further compliment the scene (although the brownish textures give the illusion of coloured lighting to a certain extent anyway), although I don't want to stray from using aguirRe's light tool (which currently doesn't support colour).
.
#1226 posted by
necros on 2004/08/11 11:31:19
i don't think coloured lighting is needed. as you mentioned, the textures already lend to a orangeish appearance. making the sunlight yellow or orange (i'm guess that's what you'd do...) will probably make the textures look over saturated or something.
but either way, good work :)
i like the new texture used on the path's floor. tiles nicely and looks good.
am i looking at external tga textures? the green in the 2nd and 3rd shots is really vibrant and seems to be colours missing from quake's palette.
Necros
#1227 posted by
Kinn on 2004/08/11 11:40:08
no externals - just a standard q1 palette. I did a gamma correction to the screenshots before exporting to jpg, so that may be the reason.
Lookin' Good
#1229 posted by
HeadThump on 2004/08/11 18:24:28
If you are going for the low lit IkBase look that Than perfected, Jago, I'll be very pleased to play it.
Oh, Kinn,
#1230 posted by
HeadThump on 2004/08/11 18:35:16
I am soooo jealous looking at those pics . . .
Jago:
#1231 posted by
R.P.G. on 2004/08/11 18:43:39
Interesting. I haven't before considered combining SpeedBz and IKBase. Your results look good enough, though. It might not look good in large quantities, but I'm sure your judgement would distinguish between good and bad.
Nnnnggh...
#1233 posted by
distrans on 2004/08/11 22:58:21
...Kinn rocks my world.
Jago: considering all the rust and drippage off those walls, do you think a murkier water tex might be more appropriate? BTW, I'm really looking forward to jqsp1 (?), your interpretation of 'base' looks very impressive.
Doom3 Dm6 Remake
#1234 posted by
nitin on 2004/08/13 07:39:34
Nitin
#1235 posted by
JPL on 2004/08/13 07:45:53
Yes, I agree with you, these screenshots are really cool.. Just a question, when you say Doom3 Dm6 Remake, you told about dm6 from which game ??
Nitin
#1237 posted by
JPL on 2004/08/13 07:53:22
Quake 1 ?? Really ??? I will take a look this evening, cause I don't recognize the map... It seems that the architecture layout has been modified a lot, by adding extra pipes, lights, ... and many others things so ... Anyway, thanks
Yay!
#1238 posted by
necros on 2004/08/13 08:33:18
doom3 mapping crisis is over!
Looks Good...
#1239 posted by
Shambler on 2004/08/13 08:55:31
...looks nothing like DM6.