Oh Sure
#310 posted by
Preach on 2014/07/23 00:37:29
No, there's no way to check...but if you steal away all the other weapons from the player then what option do they have!
What Necrosis/ Scampie Said.
#312 posted by
Drew on 2014/07/23 04:17:44
#313 posted by
Lunaran on 2014/07/23 06:39:32
That shot is nice, but the main 'idea' behind it is the warm secret glow against the expansive cold, and currently it isn't executed as well as it could be.
All the deep blue lights decorating that temple are just that: decoration. Let the temple interiors all stay lit warmly, and bring the blue into the outside via the sun/environment light instead. Leave the exterior sourced lighting (like around the dome) darker and more color neutral. That'll really drive home the "remote fortress on desolate tibetan mountaintop" feeling in that screenshot, because the contrast of color will underscore the contrast of environment.
Didn�t I Post It Here Already?
#316 posted by
mfx on 2014/07/23 14:11:38
If not, i forgot.. oops
Extremely Strong Fog ?
#318 posted by
Barnak on 2014/07/23 16:15:19
Did you guys tried to use some extreme fog conditions ?
I wonder how strong the fog could be in Quake1.
Like in real life, the strong fog could give some "phantomatic" aura to the shapes (objects, monsters, ...) and architectures.
It could even be part of the map difficulty, and also help for a better rendering of the bad texture theme, and the very **crude** curved geometry (the "arabic" arches are so ugly in Quake1).
The very strong fog could also help in simulating a dust storm.
Did you guys tried to use some extreme fog conditions ?
Yes, in the last jam.
Smog
#320 posted by
mfx on 2014/07/23 16:20:51
is what Barnak thinks of i guess..
Mfx
#321 posted by
Lunaran on 2014/07/23 17:09:10
are you building with some kind of lightmap smoothing on everything? I thought I could see it in that big dome shot of yours everyone was bitching about the stairs in. the light creeping around the edge of that broken wall looks really strange.
Lunaran
#322 posted by
mfx on 2014/07/23 17:31:45
I fiddling around with fake GI, and i have the idea of "reflective snow"(?).
So..
I have no idea what i�m doing:)
Mfx
#323 posted by
Barnak on 2014/07/23 17:50:23
Hey, that glow-like effect appears to be nice. More screenshots of this, please.
Did you tried the same rendering style with a strong fog ?
Could feel like a dream scape of some sort (that will turn into a nightmare, when the monsters show up).
Yup
#324 posted by
mfx on 2014/07/23 17:52:37
as i said, still fiddling. Maybe i find a setup thats proper..
#325 posted by
negke on 2014/07/23 17:58:58
The rock texture looks very good. It fits perfectly with the snow theme and on the transition to the ground. Is it straight from the wad or a tga?
It's from ne_ruins. It ended up in the wad because skacky used it in the other ikwhite map.
..and
#327 posted by
mfx on 2014/07/23 18:13:11
i made a transition texture.
Wanna see Neg?
Maybe
#328 posted by
ijed on 2014/07/23 18:40:42
More clouds in the skybox to support the idea of the light reflection...
Extreme Fog
#329 posted by
Cocerello on 2014/07/23 20:14:51
I did some experiments with black fog, so it looks like the player has some kind of glow or a torch with him. It was nice at making gameplay similar to
Hulk256 but restricted to the fact that the entire map had to be like that.
Jam1_otp Had Black Fog
Because I had no time to light it.
It was a mistake.
New Screenshot
#331 posted by Tronyn on 2014/07/25 18:08:39
http://www.quaketastic.com/files/screen_shots/mj4.jpg
I'm hoping to have a playable test version ready today.
That Is Some Sexy Gloom
#332 posted by
Lunaran on 2014/07/25 18:32:13
That tower is cloaked in palpable foreboding.
Lookin Good
#333 posted by
killpixel on 2014/07/25 18:34:28
some shots on here are looking really promising.
#334 posted by
skacky on 2014/07/25 18:43:44
That's truly majestic Tronyn.