Nah...
#1708 posted by necros on 2005/01/27 09:15:53
i'm not really a big fan of d3 textures... granted i haven't looked at every single one closeup, from what i remember in the game, none of them really were what i was looking for.
One Possibilaty, Necros
#1709 posted by HeadThump on 2005/01/27 13:50:06
is to use a displacement vertex painting script on an existing texture set that you do like.
http://www.elysiun.com/forum/viewtopic.php?t=23739
line the texture up neatly on a flat plane, work the shape over until you get the results you are after, and either take a high rez targa shot of it or export the new base model.
I haven't used this methodolgy with D3 but it works well with Irrlicht.
Dooom3
#1710 posted by cant map on 2005/01/30 07:48:08
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3
btw turn off bump and spec in game prefs (dont have to vid restart) and see
HeadThump: need to fuck with Blender3d ?
necr: u want gothic texes?
Slope
#1711 posted by HeadThump on 2005/01/30 10:27:26
The material support in the 2.3x releases have been great for my texture creation, but the interface is still not the most intuitive in the world.
of course, if I could afford zbrush 2 I would pretty much ditch blender3d. A lot of the import/export scripts are buggy to put it mildly.
Specularity II
#1712 posted by Lunaran on 2005/01/30 13:14:06
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3
From a texture artist's perspective, that's a no. Everything has at least a tiny bit of specularity to it, even wood and skin. Fleshy bits and the admittedly rare wood surfaces in doom3 all do have specular maps - the histogram never reaches above 8% for any of them but they are still there.
#1713 posted by cant map on 2005/01/31 00:37:16
still, less specular would help to achieve more realistic look
btw in a game world u could pretty much round off small values since its not near perfect simulation
Q1 DM Beta Testing Needed
#1714 posted by . on 2005/01/31 15:51:15
http://www.phait-accompli.com/q/ph8dm2/
I was about to beta test this in #tf but that did not happen. I need 2 people if Kell is still able to help, else I'll need 3.
Anyways, in it's prior version it was beta tested between pope, blitz and zwiffle and I got some suggestions and have implemented most. Right now I am thinking of what to do with the main room as it's kinda bare.
If you want to help beta for the revision, you can message me:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Thanks.
Yarr
#1715 posted by necros on 2005/01/31 20:48:20
i'll help test. i don't have the first two message services and you aren't on msn.
but yeah. i don't get to play q1dm often, so it would be fun. ^_^ of course, _when_ you plan to do the test would matter...
Phait
#1716 posted by Jago on 2005/02/01 03:46:05
I can't test your map now since I don't have access to my PC atm (and won't have for at least another month), but shots 5.jpg and 7.jpg are showing much promise in the layout and style departments.
Blitz & I Went Through It...
#1717 posted by . on 2005/02/01 04:15:25
In a nice style throughout discussing possibilities and definite improvement/fixing suggestions. I'm going to work on that about a minute from now and then I'll be around throughout the day on and off to test. I get some bad ping though (120-200+) so I dunno... I don't recall having that problem last time I QW'd last year.
BTW
#1718 posted by . on 2005/02/01 05:54:49
Phait
#1719 posted by JPL on 2005/02/01 05:57:18
I've just took a look at the screenies, and yeah, it's really promising !! Nice architecture, good use of base-based textures, cool lightning effects, and good open area for DM contest.. Release it now please !!
When It's Done.
#1720 posted by . on 2005/02/01 07:09:47
PH8DM2 Beta Test 3
#1721 posted by . on 2005/02/01 15:15:50
Anyone interested again, it's 5:14 PM central I'll be on for a couple hours. There is only a few things I forgot to touch up in the map: a light stuck in a wall, 1 missing light source and some other trivial bit.
Again, contact me here, thanks:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Phait...
#1722 posted by distrans on 2005/02/01 17:02:52
...that's looking very cool. Solid, clean lines, detail at all levels. You will of course add some outdoor sections and some more built areas as you expand it into an SP adventure.
:)
Glad To See You This Focused, Phait
#1723 posted by HeadThump on 2005/02/01 17:09:36
keep up the good work!
Yeah
#1724 posted by Kell on 2005/02/01 17:39:21
Although your contact details put you out of my reach for playtesting, I had a run around in the map yesterday. It's a very nice piece of work, lots of cool details as well as an overall flow and continuity.
I'm with distrans - an SP map like this would be great.
New CTF Map..
#1725 posted by Fjoggs on 2005/02/04 15:08:00
As I strive to release a new beta of Fjo3tourney1, I started working on my first CTF map.
Bear in mind that there's not a single light entity yet, so the lighting is a bit cheap. :P
http://www.infosprite.com/members/Fjoggs/Fjo3ctf1_3.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3ctf1_4.jpg
Looks Funky
#1726 posted by nitin on 2005/02/04 20:31:08
fjoggs!
Btw
#1727 posted by nitin on 2005/02/04 20:31:39
where is the q3 dm commuity hanging out now that q3w forums is gone.
Mwahaha
#1728 posted by Lunaran on 2005/02/04 20:40:05
LOL!!
#1729 posted by Tronyn on 2005/02/04 22:56:51
Ok Lunaran, you rule.
Teh..
#1730 posted by Fjoggs on 2005/02/05 06:56:28
Busted :P
Altough I don't see the reason why I should want to post old radiant shots. :P
Fjoggs
#1731 posted by R.P.G. on 2005/02/05 07:28:40
Well, to make you feel better about the old Radiant shots...
http://rpg.spawnpoint.org/images/blah/sm69teaser1.jpg
http://rpg.spawnpoint.org/images/blah/sm69teaser2.jpg
http://rpg.spawnpoint.org/images/blah/sm69teaser3.jpg
Now everyone tell metlslime to hurry up with that last bit on SM69 so I can get started on the gameplay.
RPG
#1732 posted by Fjoggs on 2005/02/05 07:32:13
Hehe, thanks. :P
nitin: some of them are at levelsource.com and others are at map-center.com.
The rest, I don't know. :(
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