
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... ;) 
	 
		
		
Which Is Good, Cause It Wouldn't Have Made Sense... 
#3214 posted by Drew on 2006/09/07 20:26:15