Yeah But
#1983 posted by . on 2005/04/17 18:06:35
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more...
Yes
#1984 posted by Lunaran on 2005/04/17 21:13:21
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more...
I'm doing two new texture sets for my ship. And yes, it's a metric fuckload of work. :(
You'll get all my sexy spaceship textures, of course, when Byzantine is done.
Also, Kinn, please fix your monitor. If there's nothing wrong with the monitor, fix your brightness in Doom3. If there's nothing wrong with either of them, then you need to look again because as I said I cannot see a single thing other than light fixtures in any of those images.
Dark Floors
#1985 posted by Friction on 2005/04/17 22:56:53
This is actually because of the uneven lighting model of Doom3 stock lights. Light that extends 16 units beyond a wall, light up the wall much much brighter than a light extending 16 units into floor. So make those lights extra tall!
What's Wrong With Base Stuff?
#1986 posted by Friction on 2005/04/17 23:05:28
It rocks! Only thing it's missing is a full rust/waste set. The enpro/outside/recycle isn't quite enough. Also some 512x512 concretes. Then i'd be happy.
Nothing Wrong With The Base Texes Themselves
#1987 posted by . on 2005/04/17 23:50:57
I just haven't seen anyone doing much different from what we already have in Doom 3.
Except for that one outdoors DM map.
I Cant See Much Either
#1988 posted by nitin on 2005/04/18 02:58:57
so yeah what lunaran says.
Kinn-hunny
#1989 posted by Zombie on 2005/04/18 03:14:42
The angular parts are nice, you've got the right ideas for the lights and the normals are brought out fairly nicely, just need to light that floor up a notch and it'll be nice :)
Other then that, make more god damn it!
Z
My Kingdom For A Sword
#1990 posted by madfox on 2005/04/19 16:39:27
replaced the axe in Quake1.
texturing is hard, because of no base dxf.
but it soars already.
http://members.home.nl/gimli/frame0.jpg
Slash
#1991 posted by madfox on 2005/04/19 16:50:07
Madfox
#1992 posted by Vondur on 2005/04/19 22:35:05
did you try playing with gl_flashblend set to 0? that yellow globes around dynamic lights sucks, isn't it? you can disable them.
More Screens
#1993 posted by Blitz on 2005/04/20 02:24:11
Blitz
#1994 posted by JPL on 2005/04/20 02:40:52
Nice screenshots.. The "green-slimed" fog effect is really impressive. even if concrete texture used in this bunker-like architecure seems to be.. let's say too much "flat" IMHO.. but lightning effects, while there is not amount of lights, is really good... It sounds good !
Thanks
for the comments way up there... yeh its a shame the project died but I guess that happens a lot with online projects, small teams etc.
I don't really know what else I could do with those maps now anyway.. I guess they just stay as screenshots!
Blitz
#1996 posted by R.P.G. on 2005/04/20 08:35:52
Not bad, but why must all the dirt and grim remain at the bottom?
Madfox
#1997 posted by Lunaran on 2005/04/20 08:46:05
Is that a sword? It kind of looks like an uncleaned barbecue stake.
Drunk Thread
#1998 posted by madfox on 2005/04/20 11:31:32
Thanks for the advice Vondur, I'll try it.
Now I have my base frame textured I start up in quake spinning like a wheel.
Could it be the *.mdl is placed to low?
http://members.home.nl/gimli/frame1.jpg
MadFox
#1999 posted by JPL on 2005/04/20 11:47:57
This one looks better !
Thanks
#2000 posted by madfox on 2005/04/20 12:34:05
the great Catweazel be thanked the surrounding has stopped spinning.
Final One
#2001 posted by madfox on 2005/04/22 07:36:39
I had a lost vertice in the dxf which screwed up the hand. This one is better, although you'll have to push the refresh button, i think. Rather clean sword, but it is still brand new.
Vondur, I tried youre gl_flashblend in the autoconfig.cfg and the yellow globe disappeared
but starting up again it was back.
Test Request...
#2002 posted by distrans on 2005/04/28 18:56:16
... after a furious couple of mapping sessions involving a near complete QSP, I find myself with a QDM 4v4 level ready for tesing (don't worry Scraggy it's not one of the QT levels :)
I need a few experienced DM level builders and experienced QDM 4v4 players too offer criticism before I involve Apollyon and some of the Smackdown clans in full blown testing.
Offers?
...and,
#2003 posted by distrans on 2005/04/28 18:59:17
yes I will be releasing a QSP version of the level that includes slightly more brushwork. So SP only players can give me hand then.
Sure
#2004 posted by Blitz on 2005/04/28 19:14:29
Send the detailed info to my e-mail if you can't get on IRC. Also, I saw that screen that you DCC'd to me...it said 'd3dm' but it looked like Quake...unless D3 means distrans 3 and not Doom 3 :D
Hehee...
#2005 posted by distrans on 2005/04/28 20:14:09
... Doom 3? Quake? We'll see... :D
I'll email you the level. Anyone else?
Distrans
#2006 posted by inertia on 2005/04/29 14:13:14
send it to me. I (kind of) play in nqr, so i know alot of decent 4on4 players who could offer criticism
Base :o
#2007 posted by Fjoggs on 2005/05/01 16:12:17
A little 'sumthin 'sumthin.
Always wanted to do a base styled map, so I tried something a bit different then what I've seen.
Lighting is a bit bright, as I haven't done anything with it at all. :p
http://www.infosprite.com/members/Fjoggs/shizzle-1.jpg
http://www.infosprite.com/members/Fjoggs/shizzle-2.jpg
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