Lol
#3190 posted by
DaZ on 2006/08/19 07:45:53
you have a point there... :)
OOH.
That stuff looks tasty. But I have a rebuttal: Valve has doen a really nice job in that dept. with HL2.
True Biff
#3192 posted by
DaZ on 2006/08/19 17:32:02
but stalker and this new game just have a lot more grit and grime, hmm perhaps its just the 3d engine they are using but half-life 2 looked a bit to shiney at times and it detracted from the run-down look of everything in places.
#3193 posted by
gone on 2006/08/29 08:22:00
HL2 Art Director was Viktor Antonov from ex-USSR (
http://www.mobygames.com/developer/sheet/view/developerId,10802/
)
Metro 230 is being made by the same people who worked on Stalker.
Make Quicktime VRs Free!
#3194 posted by
. on 2006/08/30 00:10:58
I did a little digging and came across a free Quicktime panoramic/VR tool that'll take an image and make it into a pannable
.MOV to embed. Here's a tutorial and link:
http://www.panoguide.com/howto/display/gocubic.jsp
Alt: http://www.panoramas.dk/quicktime/gocubic.zip
And here is my attempt - I did NOT know what I was doing, I just took like 5 screenshots of a map by turning right in intervals and stitched 'em together. But it works:
http://www.faqtion.org/phait/pan.html
I also found more utilities that I have not yet tried. But I thought I'd have to spend money on official VR tools to do this, and I don't. I think this would be great for screenshots!
http://www.ptgui.com/
http://www.pano2qtvr.com/
http://www.panoshow.com/panocube.htm
http://panotools.sourceforge.net/
Antonov Fucking Rules.
Everyone, go get the Raising the Bar HL2 book, and gawk at his concept art.
Phait
#3197 posted by
Lunaran on 2006/08/30 09:10:07
Friction tried this a while ago and got a few of us into it:
http://lunaran.com/images/screens/lun3dm4_pan.jpg
I have others, but they're not on my site, and I'm at work.
Hey...
#3198 posted by
metlslime on 2006/08/30 15:11:19
does anyone still have the panoramas I made for concrete dreams or derelict? I seem to have lost them in a hard drive failure.
Lunie
#3199 posted by
. on 2006/08/30 16:37:41
While that'd do as a source image, it's not the best representation for a map a- because of the curving. Unless viewers knew that panoramic images (depending how they were shot) naturally curve, they'd be thinking "my what a curvy map!".
Here be ye:
http://www.faqtion.org/phait/lun3dm4.mov
Viktor Antonov
#3200 posted by bear on 2006/08/31 05:44:16
Some pics for us without the book:
http://www.vulkanbros.com/
The 2 Latest Screenshots...
#3201 posted by
JPL on 2006/08/31 12:47:53
... of my current project that uses Doom3 texture sets I presented during QExpo (it is the same map btw)
http://lambert.jeanphilippe.free.fr/Screenshots/BTH1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/BTH2.JPG
What do you think ? Would it be suitable for the Xmas Base Pack ?
JPL
#3202 posted by
DaZ on 2006/08/31 14:21:36
wow you have come a long way since your 1st map!
The doom 3 textures actually look ok in Quake 1, you seem to have done a good job on the conversion.
I like the 1st screenshot, very dark and atmospheric, 2nd is ok but is too bright imo.
Looks Good
#3203 posted by Drew on 2006/08/31 21:11:32
I want it. I think that it would work fine in the base pack - but I have no swaying power over the internet. at least not with adults...
sm theme suggestion - jailbait.
FYI
#3204 posted by
JPL on 2006/09/01 03:17:28
In first screenshots, there is flickering light in "cage" above the stairs... it is not so dark in fact...
Anyway, thanks for the comments ;P
In My Opinion
#3205 posted by
Spirit on 2006/09/01 03:38:58
The ceiling texture on the second shot looks very bad. The rest is very nice!
DaZ - Sarcasm?
#3206 posted by
gone on 2006/09/01 07:03:13
I cant see much at all on 1st pic
2nd is OK, dark still
d3 tex look all wrong
ceiling/floor in particular
Phait
#3207 posted by
Lunaran on 2006/09/02 20:32:33
that QT pano is pretty shibby. :)
Although, the shot wasn't 360� - it only goes through about 210�, so it technically shouldn't wrap.
and, JPL -
why are all those textures lit from underneath? are they upside down?
uh ... you didn't make them that way, did you? The green channel of a normal map goes from black for up-facing to white for down-facing ...
Lunaran...
#3208 posted by
JPL on 2006/09/03 05:37:35
No, they are not upside down... I just "missed" the darkness / light position. Thanks for the comments.
JPL
i really like the doom3 textures. i hope more people use them in Q1 maps.
Underworldfan / Lunaran
#3210 posted by
JPL on 2006/09/06 01:33:40
UWF: I'm currently working on a map that use Doom3 texture only... It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later) and I still have a lot of work before finishing the map, so you'll also have to wait some months I guess, before reviewing the map ;P
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones... I'm aware it limits texture placement vs light position, but I think it is manageable with some creativity.. Globally it comes from the 3D-FX files from original Doom3 texture set I used to create the relief effect: I used some grey conversion and brightness/contrast modifications in order to give more relief to the final texture, using transparent overlapping... maybe too much...
Umm
#3211 posted by
bambuz on 2006/09/06 08:49:44
~all q1 textures have preimplemented light directions, since there's no bumpmapping in q1.
You just have to make sure it's top-down.
JPL
#3212 posted by
HeadThump on 2006/09/06 12:12:53
sounds intriguing,
.. It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later)
Given the size of the Doom3 levels you may be able to fit an entire remake in one map!
HT
#3213 posted by
JPL on 2006/09/06 22:58:08
I didn't say it will be a signal map... ;)