
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.

Betatesters
#2208 posted by
Hrimfaxi on 2005/06/26 15:28:34
wanted for my lost chapters map!
If you want to do it mail:
hrimfaxi(AT)tdcadsl(DOT)dk
And some new pics:
http://www.hrimfaxi.dk/co2.htm

Lostchildren !
#2209 posted by
here on 2005/06/27 01:42:41
I had a new brick texture on the map, but the new version isn't downloadable for the moment,
see the screebies on
http://www.planetquake.com/here/lostchildren.htm

Here
#2210 posted by
JPL on 2005/06/27 01:49:14
I don't know if it comes from my PC, but the screenshots links just gave me a 404 error (not found)... :(
Could you solve it please ?

Screenshots Dont Work
#2211 posted by
nitin on 2005/06/27 02:08:21
but i like idea Here, I hated th emvoie but really liked the look.

Hrim...
#2212 posted by
Shambler on 2005/06/27 02:14:22
You owe me a new pair of pants, as mine are now thoroughly drenched following a spooge explosion when I saw that second screenshot. A Quake screenshot hasn't got me so horny for a long time.