Curvy Pipes
#2183 posted by
. on 2005/06/17 16:33:53
These are really tough only because the pipes sections themselves are semi-circles. Even getting things connected as they were is a bit of a problem on an angle. Like I said, appears fine in editor, but cracks are visible in-game. Ever tried to do vertical pipes that curve? Tough huh? ;-)
I like your idea about lifting gear, Mike.
#2184 posted by Tron on 2005/06/17 23:14:43
Maybe try scaling that texture up even more on the back of the engines so that you just have a solid light blue glow instead of the lines. I would also recess that blue section into the engines slightly so that you can stick a really bright light inside the rim of the engine. Might make it look more convincing.
Looking Neat Phait
#2185 posted by
Shambler on 2005/06/18 05:08:55
Interesting idea and it's looking pretty good already. BTW, you need to fix the textures at the edges of the ship where the brown plates meet the techy stuff in an Unnaturally Abrupt Texture Join(tm) - a pet peeve of mine.
Anyway, keep it going....
I Like The Phallic Imagery
#2187 posted by
czg on 2005/06/18 13:24:59
Quick Flythrough
#2189 posted by
. on 2005/06/18 18:10:36
http://www.phait-accompli.com/q/op/s4_1.wmv 1.8 MB
I'm wondering if the light coming in from the sky might be too contrasting w/ the rest of the hangar or if it's alright. Of course, I'm still working on everything here, so there won't be a headless ship or a big gaping sky at one end.
Phait
#2190 posted by
JPL on 2005/06/19 02:29:27
Very impressive... Concerning the sky, personnaly I would have used a "black with stars" texture box... Anyway, the hangar and the ship are really well made... It's a very good work... Just a question: is for a SP or DM map ??
SP
#2191 posted by
. on 2005/06/19 08:24:25
maybe 3 to 4 maps, maybe 8 not sure at this point.
Phait
#2192 posted by
JPL on 2005/06/19 09:20:47
It sounds to be a big project... Good luck so.. ;)
I hope to play the first maps soon.. and now go map ! :P
Yup
#2193 posted by
. on 2005/06/19 09:30:29
It's gonna take awhile (I'm working on Father's Day stuff today first)... I'm releasing the soundtrack probably under Creative Commons or something.
Phait
#2194 posted by
R.P.G. on 2005/06/19 11:20:02
Yes, I think the light from the sky has too much contrast. I agree with JPLambert: a different sky texture would be better. If you choose one that's less bright, you can get away with having a lower light intensity from the sky.
Otherwise, it looks like the ship is well lit on the outside.
Maybe....
#2195 posted by
. on 2005/06/19 11:24:04
I'll go with a grey or the purple sky maybe. I don't want to use the star sky since it's too dark, and the hangar isn't in space.
Looks Nice
#2196 posted by
Ankh on 2005/06/20 01:03:26
What are the r_speeds in the hangar?
Well
#2197 posted by
. on 2005/06/20 01:05:28
It's not full-VIS'd yet, so it's like 2200.
Hmm
#2198 posted by
inertia on 2005/06/21 02:55:11
apparently, there's a not-so-subtle trend among mappers on this board...
http://www.qwplayers.org/inertia/saq.png
Quake3 Screens
#2199 posted by
nitin on 2005/06/22 02:43:25
Asdf
#2200 posted by megaman on 2005/06/22 06:40:09
regardless of the borked gamma, this has some kind of ut-ish solidness i quite like:
http://www.planetquake.com/bkp/neotic/i310.jpg
wonder what textures he's using
Trains
#2201 posted by
. on 2005/06/23 22:38:12
And here we have the magic of not-yet-elaborate func_trains:
http://www.phait-accompli.com/q/op/s4_2.wmv 650kb
Unfortunately with lighting on, the trains are darker - when they should be lit :(
Phait:
#2202 posted by
metlslime on 2005/06/23 23:03:31
remember that func_* models are always lit based on where you built it in the editor -- even if they travel around, they still are lit as if they stayed in that original spot.
Metl
#2204 posted by
. on 2005/06/23 23:12:38
Ok, so if I have a light near the train(s) it'll be lit no mater where it goes?
Fjoggs Curvy Map
#2207 posted by
nitin on 2005/06/24 19:09:22
shots from his map that he was showing editor shots of before, now with lighting and textures :
http://www.quake3world.com/forum/viewtopic.php?t=51&start=455&sid=96570c7f13f312f2ce10d956b267072a
Again, it's at bottom of page.