...
#326 posted by starbuck on 2003/09/16 06:47:13
the hooligan model has a photoshopped skin.... it isnt too bad but its nothing special
Aren't There Photo Skins For Them Id People?
#327 posted by cyBeAr on 2003/09/16 11:31:51
.
Did I Say Photoshopped?
#328 posted by starbuck on 2003/09/16 11:52:37
i meant photosourced
_________________________________________________________empty This
#329 posted by . on 2003/09/16 18:09:28
Well, I can respect the skill of a nicely done Photoshop skin as long as it was entirely from scratch.. but photos always look better when conveying realism.
Well Duh
#330 posted by nitin on 2003/09/16 19:28:13
but they dont always look right on a agame model. It's like photosourced textures, they look good till you import them into a game (with some exceptions of course). Plus, what speedy said, you cant photosource something if it doesnt exist and some of those models use something called imagination.
Well
#331 posted by . on 2003/09/17 06:22:27
I was referring overall to the dragon model. You could find a variety of photos to use for that..
Yeah
#332 posted by nitin on 2003/09/17 06:28:20
but some of the skins for it, darkhorizon's and shotgun's look spectacular as is. Also, I'm no skinner but the way the skinmaps work wouldnt you allocate more resolution to certain areas. Photosourcing wouldnt look right in some of those cases.
Latest Industri Screenshots
#333 posted by Tigger-oN on 2003/09/29 06:46:24
I've put together 11 1600x1024 screenshots so people can see both the current state of industri and what can be done with the (still alpha) Tenebrae 2 Engine. The download is about 10 megs. Most of the shots in the download can be seen (at a 640x400 res) on the screenshots page.
direct link to download pack:
http://prdownloads.sourceforge.net/industri/ind1600x1024.zip
screenshots page:
http://industri.sourceforge.net/shots.php
main page:
http://industri.sourceforge.net/
Shot 2...
#334 posted by Shambler on 2003/09/29 09:09:06
...with the shadow from the door....that is badass.
Can you post the other 2-3 shots in low res too please!
I Like...
#335 posted by metlslime on 2003/09/29 13:06:37
the bottom one on the right, with the curved pipes.
Very Nice
#336 posted by Wazat on 2003/09/29 14:31:38
When I first looked at the screenshots, it didn't look like Quake so I figured it was UT2003. Then I saw the monsters and realized it was indeed quake. Very nice!
I love the door picture Shambler mentioned. The glowing green slime looks pretty classy, and overall the architecture looks awesome. Well Done!
I Am Stupid
Tigger-ON superb looking screenies....
is tenebrae 2.0 still based on the quake 1 engine, or is it quake 3 based now?
Finally
#338 posted by pushplay on 2003/09/29 19:53:59
I finally have an outlet for my fetish of shamblers in rubber suits.
Follow Up
#339 posted by Tigger-oN on 2003/09/30 07:06:47
Glad people like the shots :]
re: missing shots. Try the following links:
http://industri.sourceforge.net/view.php?img=ind030927b2
http://industri.sourceforge.net/view.php?img=ind030927h2
http://industri.sourceforge.net/view.php?img=ind030927i2
re: is it quake or q3a? Its kind of a hybrid now. The BSP is in Q3A format but needs to be compiled with ydnar's q3map2. There is still a progs.dat and other quake legacy features.
/me Drools
#340 posted by Wazat on 2003/09/30 09:47:19
why do you torment us so?
<vondur>it's Getting Stormy On The Qsp Front</vondur>
#341 posted by xen on 2003/10/02 08:43:53
Admittedly this one isn't anything special, started off with me trying to create an oldskool style map, but I soon got bored of the theme and morphed it into sock_eg. So detailing isn't immaculate or anything. Would appreciate some comments all the same :-)
http://xen.quakepit.com/quake03.jpg
http://xen.quakepit.com/quake04.jpg
And the ogro faces are probably getting ditched.. can't help thinking they clash.
X3n
#342 posted by Vondur on 2003/10/02 08:58:16
very nice!
but i think that ogro faces are out of place there. with such oldskool texes only id's texes will work good. overall, nice oldskool castle, reminded me ones of elek and mexx.
Lose The Ogro Textures
#343 posted by nitin on 2003/10/02 09:10:06
and touch up the lighting. Otherwise looks cool.
Yeah
#344 posted by R.P.G. on 2003/10/02 09:56:08
I'd say use the original id gargoyle textures instead of Ogro's.
Personally
I like the ogro textures, makes a change from standard id textures.
Correct About The Ogro Textures.
#346 posted by Shambler on 2003/10/02 13:32:40
They suck. The rest looks nice....for architecture....remember gameplay is the new architecture....and spawn are mandatory.
I Was Thinking About Replacing Them...
#347 posted by xen on 2003/10/02 14:26:57
...with modified versions of the graphics in sock's set, to fit with the theme better. The borders around them stick out too much too, gonna set them back a little. Will take on your note about the lighting nitin... need to investigate attentuation values some more.
Shamb, hadn't forgotten about gameplay :-) .. will try not to rush that area.
Yeah Xen!
#348 posted by necros on 2003/10/02 19:36:31
the shots look great! nice looking architecture there. ditto on the ogro faces sucking. i'd go with the hanging body textures, myself.
Xen...
#349 posted by distrans on 2003/10/02 20:12:57
Great to see you back in the swing, very cool designs going on too. Is that Rubicon studded metal? Looking forward to playing this one.
....remember gameplay is the new architecture....
lol
Hmm
#350 posted by nonentity on 2003/10/03 04:26:47
Yeah, as everyone else said, the ogro faces don't seem to fit.
And that sky is fucking hideous
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