 Ermmm
#145 posted by Maric on 2003/04/11 01:12:43
I plan to do just that once I take the time to learn how to do just that.
HTML and I are square pegs and round holes. The very fact that I am actaully able to sometimes type intelligibly in my native language still amazes me. Now doing even basic code... YOIKS!
 Lol
#146 posted by daftpunk on 2003/04/14 16:45:57
takeyourtime,hurryup,choiceisyours,dontbelate
 Cell Shadin In Q1
#147 posted by Vodka on 2003/04/19 16:56:19
 Cell Shades
#148 posted by Kell on 2003/04/19 17:22:22
Ooo, that's nice. How are the red monitor textures done btw?
 W00t
nice stuff, speedy.
someone should make a cel-shaded Q1SP level...
 Shame Shame
#150 posted by Vodka on 2003/04/19 20:27:28
red monitor textures..
are stolen from SysShock2 ;)
But it shouldnt be hard to create similar images.
Actually why u asked, I`m sure u know how to make red monitor textures
 I Hope...
#151 posted by metlslime on 2003/04/20 00:08:29
that you also make cel-shaded versions of the models, too.
Well, that might not be possible, but you could at least make FLAT-shaded models with black outlines using the inverted mesh trick.
#152 posted by Vodka on 2003/04/20 00:17:10
yeah, could do the skins it cellshaded style, but dont plan to really
 Eeek
#153 posted by daftpunk on 2003/04/21 07:51:00
photoshop just opened up for the png. fuck it takes ages.
anyway, nice polished feel. what is the technique behind it (what kinda process)?
 Oooh
#154 posted by Wazat on 2003/04/21 14:49:00
Very nice. Especially the first screenshot.
I`ve been wondering when I`d see a cell-shaded engine. Are you just doing the bsp, or will we get to see cell-shaded QuakeGuy anytime soon?
 Dranzdm8 - Teardrop
#155 posted by Drannerz on 2003/04/29 16:21:33
 Cool!
#156 posted by necros on 2003/04/29 16:30:49
i really like the melding of q1met and tech lights. it's a very interesting style. plus, sandwiched between the rock looks really nice.
 Looks...
#157 posted by pope on 2003/04/29 17:47:08
...trimptastic!
very unique , go release dat already!
 Drrrzz
#158 posted by Vodka on 2003/04/29 23:42:39
I would comment, but since u wont change it, its not worth commenting
just kidding, it looks interesting and imaginative. The lines of lights might be too much tho
 Looks Interesting
#159 posted by GibFest on 2003/04/30 06:52:39
Get it done
 Ha
#160 posted by daftpunk on 2003/04/30 12:24:27
so you commented!
 Yep
#161 posted by daftpunk on 2003/04/30 12:30:46
i definitely like the openness of it (lovely with the GL)
DONT make it with ledges into the void. i`m shit at those kind of maps (i suck bad at spaceDM too)
nice work there
 Mmm
#162 posted by daftpunk on 2003/04/30 12:32:45
i seem to be misreading posts today. sorry speedy...
 I Like!
#163 posted by Wazat on 2003/04/30 14:21:47
I love the color scheme and openness, it pulls away from the usual dark and dingy and cramped feeling that gets old after a while. The grass is nice too.
It`s got a real nice look to it. The GL is great. Looking forward to download!
 :(
#164 posted by Wazat on 2003/04/30 14:27:02
Some downloads on your site aren`t working:
CRDM1
CRDM2
Dranzdm6
PQ says dl.asp not found:
Page not found!
You entered: http://www.planetquake.com/dl/dl.asp
Why not give http://www.planetquake.com/dl/ a try?
This is an invalid URL! Either you`re a bad typist, really lost, or we goofed up. There`s nothing we can do about your typing ability (sorry), but we can do something about the other two:
I think I have these already, was downloading just in case, so no worries.
 Miscellany
#165 posted by inertia on 2003/05/02 01:13:09
 And
#166 posted by inertia on 2003/05/02 01:13:38
 Curve Map
#167 posted by nitin on 2003/05/02 01:33:31
looks very good, so does the other one but I take it they`re both fullbright ATM?
 Actually No
#168 posted by inertia on 2003/05/02 07:36:35
they are not fullbright... they`re not properly lit by any means but i believe in some of the pics shadows are visible... I have used just a couple point sources of light scattered about to light using q1rad so that it doesn`t look like shite (also, to my understanding, q1rad does not become a sweet lighting program until the map is vis-ed, is this true?)
 Actually
#169 posted by inertia on 2003/05/02 07:38:01
the shots of bwdm1v2 DO look like shite, thats because the light entities have their brightness turned up way too high
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