#3735 posted by rudl on 2007/08/12 12:12:58
Well I like the idbase textures too, but ogro's texture-set is a bit darker grimmer.
This shots show more or less one room, so I don't think it's repeating. Here is another (with brown ogro textures)
http://rudl.quaddicted.com/joequake155
The large red lightpanel in the first shot is the back site of the computer. Already put a pulsing light there, looks a lot better.
The three pipes are made in an obvious manner, does it look bad?
Thanks for some nice ideas and feedback :)
 Ogro
#3736 posted by necros on 2007/08/12 17:54:24
what i'm seeing here (and what i've seen before with the set, which is why i never used it) is that they don't tile well at all. take a look at the 2 thick beams on the ceiling in that shot... you can clearly see it repeating over and over. same goes for the rusty wall on the right side. it's clearly tiled 4 times there.
the textures look great on their own, but when they aren't broken up with a lot of geometry, they look shit.
i think if you added in the 16 wide trim you used on the ceiling beams in between each repetition of the rusty wall on the right side, it'd look a lot better, for example.
 And...
#3737 posted by rudl on 2007/08/12 19:31:15
...It would look a lot better if I aligned the texture on the thick beams correct ;) lol
I did a grave mistake (The original beams were
thicker, I downsized them)
 Better?
#3738 posted by rudl on 2007/08/12 20:46:28
#3739 posted by inertia on 2007/08/12 22:45:07
I still think they look dated, kind of in the same way as the original rubicon textures.
 Yep, Better
#3740 posted by ijed on 2007/08/12 23:17:31
But you should realign that panel texture on the left that's below the blocks that are below the lights. It looks like a 128 brush so that texture should align to the floor height.
The map's looking grimy and evil.
 It's Coming
#3741 posted by Mikko on 2007/08/28 19:24:24
#3742 posted by Trinca on 2007/08/28 21:52:15
look very nice ;) cant wait to put my hand on it!!! :) dont have any sp to play :( alreaqdy played all Q1 maps :(((
 Looks Okay
#3743 posted by Zwiffle on 2007/08/29 01:52:56
But even the shots with angled brushes seem incredibly flat.
Angle it up!
 Nah, Box It Up!
#3744 posted by Lunaran on 2007/08/29 04:19:20
go all frank lloyd wright in this bitch
 Spotlights . . .
#3745 posted by ijed on 2007/08/29 15:03:41
Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's.
As it is they look pretty diffuse for what is an otherwise dark corridor.
To save yourself time lighting the more bright areas (like in shot 3) you could also use delay in the same light tool for wider range but faster falloff - produces very nice effects when normal and wide range / ffalloff lights are mixed.
 Dadaa
#3746 posted by Mikko on 2007/08/29 17:47:14
Well, yeah I kinda noticed how the map turned out to be very boxy and x-axis but I guess that was a result of some sub-conscious planning. You see, I have been building maps for Duke3D for the past ten years (see my profile) and the editor ("Build") is somewhat limited. For example, you can't create solid objects that float (bridges, for example, unless you construct them using tons of 2d sprites).
ijed:
"Spotlights... Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's. "
Yeah, I actually wanted some kind of spotlights but found out I can't do that with tools that come with WC. I'll take a closer look at various third-party tools when the architecture is finished.
 I Use WC As Well (v1.6a)
#3747 posted by ijed on 2007/08/29 17:50:37
And you can; open the smartedit tab on any light and give it the various fields needed (check the docs for those).
You can also write them into a fgd so that you don't need smaredit - I have a Quoth version I can forward.
 Mikko
#3748 posted by bambuz on 2007/08/29 22:20:35
Kinda what ijed said, but if the stuff is not in the fgd (prolly not) you have to disable smartedit.
Use aguirre's build tools and read vis.txt for documentation of the new light utility. It's quite versatile.
 I Agree With Lun.
Totally digging on the rectangular vibe there, Mikko. Nothing wrong with playing to your strengths, or at least exploring them.
 Mikko
#3750 posted by R.P.G. on 2007/08/30 05:10:12
Build... whoa, I haven't thought about that editor in quite a while.
#3751 posted by anonymous user on 2007/08/30 16:10:26
my textures + ik base. kinda cool!
 Betas...
#3752 posted by Mikko on 2007/09/10 22:55:26
The map needs a bit more polishing and I still need to add gameplay. This could take a few days or about a week. After this the map should be ready for testing. So, I need TWO experienced mappers to betatest the map.
Anyone?
 Mikko
#3753 posted by Sielwolf on 2007/09/11 05:21:24
I�m not mapping, but I�ve done some testing in the past.
E-mail is in my profile.
 Mikko
#3754 posted by golden_boy on 2007/09/11 16:04:47
Sielwolf is the best playtester you can get.
 I'm Not Even Close...
...to the best playtester you can find, but, I'd love to give it a shot, if you cannot find anyone better.
Obviously, just jokingg... I did some playtesting in the past... Address' in the profile...
 Okay
#3756 posted by Mikko on 2007/09/11 23:23:26
Thanks - I'll be contacting you once the map is ready for it.
One more shot: http://i7.photobucket.com/albums/y259/msandt/dapa.jpg
 Mikko
#3757 posted by inertia on 2007/09/12 00:17:23
Try scaling the rivet texture down, and look into the appropriate way to make 45 degree trim (I'm referring to the big things on the edges of that building). Looks nice though, ikbase yaey!
#3758 posted by gibbie on 2007/09/12 03:17:45
rivet tex looks cool i think, but yes agree with inert 45 degree texture cutoff bothers me.
looks to be a cool map!
 The Thing With Ikbase?
#3759 posted by necros on 2007/09/12 04:36:50
trim. and a lot of it. :P
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