 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
 Photorealistic Textures
#351 posted by nitin on 2003/10/03 04:29:49
http://www.planetquake.com/berneyboy/tumb_textures/tumb_brick.htm
Dont know if they're of any use or even if they look good in-game but there's meant to be 200o+ textures made by BerneyBoy.
 2054 Textures To Be Exact
#352 posted by Abyss on 2003/10/03 04:45:21
Most are jpg, with some tga in there too. File size is around 124mb. Unsure whether they would suit peeps around these parts, but they may, there are some nice ones in there. depends on what your after really.
 Nitin:
#353 posted by metlslime on 2003/10/03 04:48:28
judging from the high-res preview images, some of those are really nice. Downloading now.
 Hmm
#354 posted by starbuck on 2003/10/03 07:01:07
they arent royalty free etc, bit of a shame, as they would be great for photosourcing textures...and they mostly arent so hot as game textures 'out of the box' so i suppose they would only really be useful for prerendered stuff
 Hmm
#355 posted by nonentity on 2003/10/03 08:45:04
Some look nice, some fairly average and some crap.
Oh, and there's only a 1/3 the number of textures he says, the rest are just the same but hue shifted to either red or blue.
 Starbuck
#356 posted by nitin on 2003/10/03 09:42:59
what does that mean?
metlslime - yeah, you're right. After I finally got some of those to load up, I checked a few out. Some of the bricks etc look pretty decent and could be used in a lot more than just urban themed maps.
noentity,
that's still 700+ isnt it, worth checking if there's some decent stuff I guess.
 Nitin
#357 posted by starbuck on 2003/10/03 09:56:29
i mean that you can't use them as a base for making textures, which would have made them a very useful resource.
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