...
#1620 posted by necros on 2004/12/28 23:34:20
well, there's really not much to it. you put in two cue points, one for the start of the loop and another for the end. that's all. it's just that there's a difference between the markers that he's using and these ones.
i don't know what the difference is, except that quake looks for one and not the other.
So
What sound programs are capable of doing that? I didn't see an option in audacity.
So
What sound programs are capable of doing that? I didn't see an option in audacity.
Argh
I suck.
Hm...
#1624 posted by necros on 2004/12/29 12:39:14
CoolEdit2000, Sound Forge, Goldwave(?)
these are the ones i am aware of... probably others.
don't know about audacity -- never tried it.
.
#1625 posted by GibFest on 2004/12/29 20:06:53
Gib
#1626 posted by Jago on 2004/12/29 20:25:58
Shot #1 looks interesting, even though you obviously haven't done any lighting work yet. I am not sure I would rotate that rock texture 90 degrees like you have in the middle though.
Shot #2 shows that you need to lit your floor better and also I don't think that the floor/stair texture you are using fits in with the ikblue textures you seem to be using. I would either add more non-ikblue detailing or change the floor texture to some blue one.
Very Nice
#1627 posted by starbuck on 2004/12/29 20:38:55
pretty stuff. I always like the more traditional gothic style. What textures are those by the way? They look great.
Looks
#1628 posted by nitin on 2004/12/29 20:45:10
like the UT set chicoruins to me.
.
#1629 posted by GibFest on 2004/12/29 20:56:17
Most textures were ripped from 'schloss' map after I downloaded it a few days ago.
The lighting isn't finished just yet still experimenting.
However, I will be going away for a week, tommorow and mapping will be on hold, but I think I should be able to finish this map when I get back.
Gib
#1630 posted by . on 2004/12/29 21:23:47
Did you get my e-mail reply?
.
#1631 posted by GibFest on 2004/12/29 22:16:21
Ah yea jsut noticed, ta
Gib
#1632 posted by PuLSaR on 2004/12/30 03:13:31
shot1 look really good. I like such a theme and texes. Shot2 is also rather nice, but I also think that floor texture doesn't fit the whole texture style good.
Uh Huh
#1633 posted by R.P.G. on 2004/12/30 08:48:07
Same comments as above, except I also have doubts about the wood texture in shot2.
I quite like shot1.
Photography And All
#1634 posted by megaman on 2005/01/03 17:48:39
How Is This A Map Screenshot Or A Beta?
#1635 posted by Jago on 2005/01/03 19:29:16
[nt]
:P
#1636 posted by megaman on 2005/01/03 21:30:44
:P
"This is the place to post screenshots of your upcoming masterpiece and get criticism"
the photos are digital, so they were on my screen...
hehe, feel free to delete the post, whatever :)
Bleh
#1637 posted by metlslime on 2005/01/04 03:08:29
Nice Shots Though
#1638 posted by starbuck on 2005/01/04 11:55:35
what sort of camera are you using?
Bing
#1639 posted by megaman on 2005/01/04 20:15:49
minolta dimage z1
#1640 posted by Zwiffle on 2005/01/05 01:42:34
I posted this in sm40, but I need 1-2 testers for my sm40 map before I ship it off to RPG for completion. I probably won't change too much, but I'd like some feedback and any bugs people find. So lemme know if you'd like to test, thx.
The Sands Of Time
#1641 posted by starbuck on 2005/01/05 16:51:29
http://img53.exs.cx/my.php?loc=img53&image=quakesands6ih.jpg
Not my map, but I thought this shot made Quake look like Prince of Persia: Sands of time. You know, when time goes back and its all glooooowwwwwyyy.
BlurQuake
#1642 posted by Kell on 2005/01/05 17:08:31
when time goes back and its all glooooowwwwwyyy.
Coming soon to a bloated custom engine near you!
For FUCKS Sake People
#1643 posted by ProdigyXL on 2005/01/05 17:11:45
We've been discussing this in #tf some these past couple days, but this shot is just another example of a graphics feature getting out of control. Light blooming, when done correctly can add to a games experience and atmosphere. When done as above, it detracts from the experience and only hampers the players eye sight. That shot would look much much better had the bloom been reduced to near nothing. It should be used to accent certain features within the gamespace, not washout the playing field. Guild Wars seems to be another huge offender when it comes to the bloom effect. This feature seems to originated from graphics focused consoles, where every wiz-bang feature is needed to set a game apart from another. However, it would seem some console developers have gotten a grasp on how to utilize it properly. Examples of bloom done right include the Splinter Cell series, Rainbox Six, and more recently Burnout 3 on the road surface in the far distance because of the sun. Tenebrae used the bloom effect pretty well, I was suprised that we didn't see it in Doom 3. Regardless, people need to see that this is a graphics gimmick, just as the sun glare was years ago when it appeared in ever PSOne title.
/Rant Off
ProdigyXL
#1644 posted by Kell on 2005/01/05 17:16:51
while you exhibit no lense flare of your own, you are positively incandescent :)
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