Screenshots
#190 posted by MadFox on 2003/06/07 11:45:36
Ships Ahoy
#191 posted by grahf on 2003/06/07 13:41:27
I have to say that ship map looks pretty interesting. Maybe not 100% in execution, but it's neat idea.
Vis
#192 posted by MadFox on 2003/06/07 14:31:18
Ever waited 24houres on a vising theme,
and stopped, to reconcile it was 24h30min vising?
8-/
#193 posted by distrans on 2003/06/07 22:29:11
#194 posted by Scampie on 2003/06/08 01:21:36
Ever dance with the devil in the pale moonlight?
Batman Rocks
#195 posted by nitin on 2003/06/08 01:39:32
and the lihgting in those shots looks way too bright.
Von Braun Revisited...
#196 posted by necros on 2003/06/08 12:01:35
http://www.planetquake.com/necros/levels/nesp13/nesp13_1.jpg
http://www.planetquake.com/necros/levels/nesp13/nesp13_2.jpg
it might look too dark for some of ya... i'm using aguire's q1rad this time, and although it's a great looking light program, it meant i had to put in a lot less lights. i find it makes it much more atmospheric though. ;) woohoo surface lights! :)
also, anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?
Q1Rad?
#197 posted by aguirRe on 2003/06/08 13:15:06
I didn't do that ...
Necros
#198 posted by R.P.G. on 2003/06/08 13:21:55
anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?
I'm no l33t person with l33tage knowladge and stuff, but maybe because calculating the bounce for a dynamic light would just cost way too much CPU time.
Aguire, Rpg
#199 posted by necros on 2003/06/08 16:38:01
aguire: are you not Bengt Jardrup?
could have swore you modified riot's util...
---------
rpg: yes, but what i meant is that there is no falloff at all. it just goes 100% intensity all the way to the light's perimeter, than zero...
Oops,
#200 posted by necros on 2003/06/08 16:40:02
sorry. i looked at the vis output, which is yours, and got it mixed up with the light output. sorry Riot! :)
Necros, Rpg:
#201 posted by metlslime on 2003/06/09 15:16:55
i think it could be done. It wouldn't take THAT much longer. And no, i'm not volunteering to code it.
...
nesp13 is looking like a very unique quake 1 map.
Good stuff, necros. :) Dont forget the gameplay! [ if the gameplay is as good as the emptiness without, i will be happy ;) ]
#203 posted by grahf on 2003/06/10 16:08:57
necros, that map looks pretty nice... a modded engine i assume? or no? Whatever, it don't matter. spaceships are fun, finish the map. :P
Necros
#204 posted by necros on 2003/06/12 22:20:50
You can use dulight (= q1rad+tyrlite), and utlize normal point lights to satisfy your flickering fetish. Placing small contrast pointlights at those lamps would make them look more like real light sourses too.
Ok... Necros...
#205 posted by necros on 2003/06/13 19:42:53
erm... right. anyway, since both do the same amount of damage, performance wise, i'll be using dynamic light.
Screeeeeenshots
I uploaded some screenies of my latest q1 dm map in progress. So, if you're interested check them on http://www.gomjabbar.de
Feedback is, as always, very welcome.
Gom
#207 posted by R.P.G. on 2003/06/14 10:05:54
Here's my feedback:
Release it!
#208 posted by Kell on 2003/06/14 10:22:00
Runic. Metal. Ownz. Joo.
Gimme!
I Like It.
#209 posted by necros on 2003/06/14 15:49:31
Good lighting, and nice architecture! release it, dude!
Yah, Gom -- Let It Out.
#210 posted by biff_debris on 2003/06/16 17:41:35
Or at least lemme test it some more =)
Buff:
Join #tf and get it Baff...
Buff:
Join #tf and get it Baff...
Heheh
#213 posted by biff_debris on 2003/06/16 21:46:17
Why don't you mail it to me instead? ;)
Unf Unf Unf
#214 posted by pope on 2003/06/17 05:46:09
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