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...
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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
.
#215 posted by H-Hour on 2003/06/17 06:48:07
neato burrito.
Wolfenstein
#216 posted by here on 2003/06/17 07:52:00
Blackpope
#217 posted by R.P.G. on 2003/06/17 10:20:02
That's kind of cool and interesting.
The map looks like it has potential, too.
#218 posted by Scampie on 2003/06/17 21:37:16
looks like a good start Here, keep at it, can't wait to see a nice big catherdral map from you. :D
It S For A Mod ...
#219 posted by here on 2003/06/19 02:20:23
You can see the project file on http://cts.quakexpert.com
But it is in built
You Should Keep It The Way It Is In The Dev Screenshots
#220 posted by grahf on 2003/06/24 01:46:17
You know, a cathedral built next to a cliff for some reason, and part of the cliff fell and took half the cathedral with it. So you have a ruined cathedral looking out onto a cliff.
this random i-need-more-sleep idea brought to you (c) 2003 Grahf
...
#221 posted by here on 2003/06/24 02:11:23
It is a start you know ? And why next a cliff ? Explain to me i don't know ...
Just
#222 posted by daftpunk on 2003/06/25 13:48:46
a little suggestion.
if you guys use photoshop or psp, it's nice to make tiles (have i got the word right? one pic containing more pics?) of screenies so that they dont' need lots of links. ok, you can put more screenies in each page but thats definitely less professional
this idea was rigurgitated by DP (TM)
WOO! Old Map Screenshots Before I Registered Here..
#223 posted by . on 2003/06/30 02:07:22
http://www.phaitaccompli.com/crap/maps/
The first one sucked.. it was not my first map (I've done maps since about.. 1995, 1996) but that was from an idea on paper that didnt turn out well, I was rusty.. there are some memorable ones I was happy with tho, I just don't have them anymore :\
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