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		 Feedback. #3613 posted by Shambler  on 2007/05/08 18:17:10I'd just like to give feedback on Lun's feedback:
 Lun that was superb feedback to Scampie. I clicked on the pictures despite not downloading the map. Good job and good justifications for your advice.
 
		 Stormtrigger MH #3614 posted by megaman  on 2007/05/08 18:32:22Lun: I don't really see interesting fights happening around the mh - only annoyance with falling down and the like. More accessible places seem to work better for major items.
 But maybe that's just me - i never liked 'out of the way' places for items. Let me go to a room to get that particular item, but never make me go somewhere in that room i'd never go to anyways. See ztn3t1 for reference weapon/armor placements. Personal preference, really.
 
		 So #3615 posted by Lunaran  on 2007/05/09 01:37:23every item in every map should be that way? :)
 The variety would be healthy.  There are plenty of items already in big open spaces elsewhere.  MH encounters would promise to be different, and the hole-above-an-item is it's own kind of standoffish classic.  If anything, having an item in a big empty room is a partial design failure, because the design doesn't contribute much to potential encounters other than by getting out of the way.
 
		 Hm #3616 posted by megaman  on 2007/05/09 20:10:24i can't really think of an item that isn't placed that way in any q3 duel map.
 it's either
 
 1) in the middle of something (dm6 mh, ztn yas)
 2) somewhere on a pretty important path (dm6 ra, dm6 ya, ztn ya)
 3) in some important room on a ledge(ztn ra, pt4 rail ya, pt4 mh)
 
 t2 rl shards are the only items that are kinda tucked out of the way, and maybe aerowalk ra. The latter is probably the closest match to stormtrigger mh placement.
 
 my view on duel maps is pretty narrow though: dm6, ztn, pt4, t2, aero
 
 dm13 has lots of out of the way stuff, but that map doesn't really count as a good duel map to me.
 
 Any other examples i forgot?
 
 not saying those are the only good ways, just analysing the problem.
 
		 Polished Area #3617 posted by Method  on 2007/05/10 07:11:35 
		 D3 SP - Tower Penetrating Hell #3618 posted by -_- on 2007/06/01 02:49:38 
		 Hhmmm #3619 posted by JPL  on 2007/06/01 08:42:35Look cool, but dark (Have I said that ??)... Hell is Hell after all ;D  
		
		#3620 posted by wrath  on 2007/06/02 13:56:54http://grayheaven.net/starling0001.jpg
 
 So. Any ideas why the light fixture doesn't get lit properly?  
		 Judging By #3621 posted by Text_Fish  on 2007/06/02 20:19:09the glowing fingernails, it looks like you haven't got any env_cubemaps in the level. I don't know if that would effect the lighting of props, but it's worth looking in to.  
		
		#3622 posted by wrath  on 2007/06/03 02:41:04If the material is reflective, that might be it, yeah. I'll try it. Thanks.  
		 Yes #3623 posted by Blitz  on 2007/06/04 01:04:22Text_Fish is right. Any time you see props that look lit incorrectly like that, you either don't have env_cubemaps or you haven't done a "buildcubemaps" for the level yet.  
		 Also, Wrath Dunno if you did (doesn't look it), but you ought to use a light_spot and env_lightglow for best effects.  
		
		#3625 posted by KAz on 2007/06/13 23:33:32 
		
		#3626 posted by inertia  on 2007/06/14 06:19:58looks nicely dystopian, although the shadow/lighting of that white light above the stairs doesnt seem realistic  
		 Iron-paw`s D3 WIP #3627 posted by spd on 2007/06/14 15:09:20 
		 Wow #3628 posted by PuLSaR  on 2007/06/14 18:11:12those screens look interesting and strange. weird colored world inside of doom3 universe.  
		 Yeah... #3629 posted by metlslime  on 2007/06/14 20:36:06nice to see people breaking out of the official style for a game that has such a strong style to begin with.  Maybe we won't see a return of "quake 2 syndrome."  
		
		#3630 posted by inertia  on 2007/06/15 02:22:42 
		 Wrong Thread. #3631 posted by metlslime  on 2007/06/15 04:05:36  
		 Earlier #3632 posted by HeadThump  on 2007/06/15 04:24:32this week, while bored and stuck in a hotel room I dug up an old model and worked it over in Blender. Nevermind the fucked dorsal connectors and any other obvious problems (for now :)), check out that ass! 
http://mortisville.quakedev.com/playerd.jpg  Hours and hours of labor went into getting them to Latin streetwalking gigilo perfection.  
		 Awesome #3633 posted by Preach  on 2007/06/15 11:41:52 
		 Preach #3634 posted by JPL  on 2007/06/15 18:11:54Dead link => 404 not found :P  
		 Take 2 #3635 posted by Preach  on 2007/06/15 18:26:59 
		 Thanks Preach #3636 posted by HeadThump  on 2007/06/15 19:34:38Unfortunately, I suck at animation, it is something I have to bite the bullet and learn to love. I'll likely start out with animating low level non humanoid monsters and weapon frames and work my way up to animating this guy.
 At his high polies, I doubt if he is practical
 for anything other than Dark Places and AquiRe's engines though. BTW, He still looks decent without the smoothing groups. I just use straight box modeling extension and subdivision and I don't mess with autosmoothing or sculpting because the underlying design can get really distorted with those tools.
 
 Does your script also implant the UVmap in the model when it is converted to MDL? If so, you have saved me many, many hours of app wrangling :)
 
		 UVs #3637 posted by Preach  on 2007/06/15 21:30:20Yeah, it preserves UV maps correctly when it exports, which is the main reason you'd want to use it over, say, working with QMe to start making the mdl file. QMe is still very hand for tweaking the model afterwards though. One small warning that should come with the script is that the first frame of the model should have all separate segments of the model occupying distinct locations in space. Vertices that occupy the same point in both the uv map and first frame get merged, so with weird models you might end up with stuff joined where you don't want it. It's also the first exporter I know of that observes the smoothing groups you apply and exports them to the mdl. Of course, the vertex normals are compressed in quake, so it's not very noticeable, but it's there.
 On the down side, animation exporting may be broken, I'm gonna check it out and try to post a fix once I work out what's going on...
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