#2308 posted by inertia on 2005/07/06 05:47:03
shambler: thanks, will do
daz: thanks, will fix
tron: yes
Inertia:
#2309 posted by metlslime on 2005/07/06 11:59:04
png supports compression, you know. Maybe you should use it.
Stairs
#2310 posted by . on 2005/07/06 13:05:40
Any suggestions as to how I might improve the stair aesthetics? I could give them a flat, diagonal edge instead of jutting steps, but not quite sure what tex fits just right for the side-wall of the stairs themselves.
http://www.phait-accompli.com/q/s4/pre/m1s1.jpg
http://www.phait-accompli.com/q/s4/pre/m1s2.jpg
Phait
#2311 posted by inertia on 2005/07/06 14:27:50
stairs have been made in the past... look at them
Re: Posts
#2312 posted by R.P.G. on 2005/07/06 14:49:06
Phait: Texturing thick stairs like those is a tough task sometimes. As you suggested, putting a flat edge on the sides will give you more options. If you do that, then you can go with either a flat texture like you have now, or a horizontal panel. Either way, you might consider making them thinner.
inertia: Way to be helpful. At least suggest a map that has similarly styled stairs.
Phait
#2313 posted by Zwiffle on 2005/07/06 16:03:04
It's hard to tell from those shots - it seems you want advice for the bottom of the stairs. I would say make the bottom much more detailed instead of thick stairs - make the bottom of the stairs thin a little and put some wierd tech-ish detail underneath, such as pipes or just wierd equipment.
Jpg Is A Proprietary Format
#2314 posted by pushplay on 2005/07/06 22:30:06
What the hell? You must be thinking of gif.
RPG, Zwiff
#2315 posted by . on 2005/07/07 00:02:43
Thanks. I think I'll go with making them thinner and smoothed, with something beneath them.
Distrans
#2316 posted by bambuz on 2005/07/07 05:13:10
coagula-thingy: nah, I don't know/think that voidism is such a big problem in this map - it's not like it's few small platforms in a big void but instead is fairly forgiving on mis-movement / flying around from rockets. The RA thingy seems a bit gimmicky, but has to be playtested... Might generate some interesting tactics. "If we take quad, they get ra" and timing becomes pretty important too.
Overall i'm itching to play this... :)
Stairs
#2317 posted by . on 2005/07/07 14:54:33
Phait
#2318 posted by R.P.G. on 2005/07/07 15:26:28
Make sure you rotate the texture on the sides of the edge brushes.
Hmm
#2319 posted by . on 2005/07/07 15:34:06
I wasn't gonna, actually but maybe I will. Oh also to note, these aren't the latest shots of that area - the light-thing underneath the stairs as you can see isn't even connected in those shots.
But Maybe I Will
#2320 posted by Shambler on 2005/07/08 01:19:30
Yes you damn well will.
Have a think about it - would, in a futuristic enviroment, the angled edge of a stair consist of woefully inefficient slabs of random stuff butted together, or would it consist of long strong beams??
One thing people should remember even about Quake is to think what stuff is for and how it would be constructed. Stairs are stairs so make them like stairs. Same for doorways, windows, arches, roofs, gothic pillars, floating fortresses, satanic torture devices....they should all be what they are supposed to be.
Hmm
#2321 posted by nonentity on 2005/07/08 10:40:22
Phait; Yeah, more stuff like that.
cliffs != walls
Well
#2322 posted by . on 2005/07/08 11:05:04
Sorry I'm not Kinn. :)
Bats
#2323 posted by madfox on 2005/07/10 09:52:18
Made two bats for Quake1. The first one is rather complex, 381 verts and 1076 triangles, and it looses a lot of textures on the backside.
The wings are made of just one sided triangles.
http://members.home.nl/gimli/fitz07.jpg
The other one is smaller, 275 verts and 750 triangles, and it has a double sided wing.
It looks as if this one has no gaps.
http://members.home.nl/gimli/fit10.jpg
What causes this loss of textures, causing gaps
in the model? Every time I patch them they just reappear.
Holy Bombs Make Holy Holes, Holy Holes Make Homeless Moles
#2324 posted by Preach on 2005/07/10 10:28:16
Have you made sure the triangles aren't present, just facing the wrong way? Sometimes the normals get flipped in the conversion process.
Tex Rendering
#2325 posted by madfox on 2005/07/10 12:32:03
I imported the model to QMLE by *.3ds and *.dxf
Then some vertices were wrong situated and I corrected them.
In the frontside they are well , but on the top they don't seem to render. When I patch the topsite, then the frontside disappears.
http://members.home.nl/gimli/quake.jpg
Do I Have Enough Pipes?
The beginnings of a singleplayer map. Don't really know where it's going, however (just radiant shots for now).
http://www.planetquake.com/kaziganthe/wip/wip11.jpg
Caulk
#2327 posted by . on 2005/07/11 21:51:34
What's it do - besides vaguely "plug holes"?
Phait:
#2328 posted by metlslime on 2005/07/11 21:56:00
it doesn't get drawn, so when you want to save polys/lightmaps, you use it to seal up the bsp instead of a brush with a visible shader on it.
Because RPG Is Making Me Do It. :(
#2329 posted by Tron on 2005/07/12 08:07:46
http://qmm.tripod.com/trondm3b.zip
Any comments and the suchlike before I release would be kindly appreciated.
Need To
#2330 posted by Shambler on 2005/07/12 08:50:13
Copy and paste that into the title bar.
^Indeed
#2331 posted by Tron on 2005/07/12 08:57:24
Anyway, it's off the host again for the moment, have decided to do a bit more work on it after some constructive comments. :)
HA!
#2332 posted by Shambler on 2005/07/12 09:06:52
Just sneaked in with the DL.
I think I saw a much earlier version of this. It's cool. I like the style, and I like how it's big through spaciousness rather through an ass-complex layout. I.e. there's plenty of space to move but it's really easy to know where you are.
The new rockwork in the cave is really nice, natural looking. Good quad position too. I'm not usually a fan of teleporters but the set-up you've got works well.
I got a few criticisms but I will leave most of those until the next beta. The main ones are: NG is pointless, some areas are a bit uniform in height, you need clipping in some areas (esp below MH).
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