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	|  |  | Posted by metlslime on 2002/12/23 18:27:46 |  | This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it.  You should also use this thread to post beta versions of your maps. 
 Need a place to host your screenshots? Upload them here:
 http://www.quaketastic.com/
 Username: quaketastic
 Password: ZigguratVertigoBlewTronynsSocksOff
 File size limit is 128MB.
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		#3789 posted by yes!!! on 2007/09/18 07:25:21 its fucking awesome shit fuck!  
		 Grahf #3790 posted by JPL  on 2007/09/18 08:05:34Oh, very nice !! I love the medieval city atmosphere.. It remind me the "Petite France" in Strasbourg :)
 Keep it up, and release it soon please !
 
		 Grtahf #3791 posted by Shambler  on 2007/09/18 08:58:38Go white girl go!  
		 Grahf. #3792 posted by Text_Fish  on 2007/09/18 09:50:34You win.  
		
		#3793 posted by grahf  on 2007/09/18 18:05:21Thanks guys.  Any critiques?  like, is that grey wood plank texture overused as trim?  
		 Grafh & Method #3794 posted by Vigil  on 2007/09/18 19:43:33Looking sweet, guys.
 Grahf: Really cool, strong and original theme there, I dig the textures and your heavy structures. Lots of supports, pillars and girders, very nice. Maybe the lights and monsters are enough to bring some splotches of colors,  making them stand out even more. Fits right into Quake.
 
 Method: Foreboding, forgotten, isolated, old, decayed. Hope you'll be releasing that texture set? Would fit right into HL2, too, I feel. It's got a good vibe to it, like something out of the dark, old alleys of an old European city.
 
		
		#3795 posted by Trinca  on 2007/09/18 20:08:41zommgmggggg Grahf welcome back ;) 
 look real good the map :) can�t wait to put my hands on it...
 
		 Grahf #3796 posted by golden_boy on 2007/09/18 22:20:02 Looks like something out of Thief: The Dark Project.
 Especially the lit windows.
 
		 Grahf #3797 posted by nitin  on 2007/09/19 00:03:29looks great, I like that texture combination.
 Method, that's very nice.  Looks quite City of Lost Children-ish, which is a good thing.
 
		 I've Got A Long Way To Go #3798 posted by grahf  on 2007/09/19 02:13:04I should comment on method's screenies.  I seriously thought it was a max/maya rendering, before he said it was D3.  That level of mapping is so far beyond anything I could attempt.  
		 Grahf #3799 posted by Method  on 2007/09/19 06:20:52Thanks Grahf :) I'm planning on making a SP level in the future. Currently thinking of cool ideas for it and geometry.
 -Method
 
		 Grahf #3800 posted by ijed  on 2007/09/20 01:23:29That looks very solid - nice to know you're using Nehahra as well, it remains one of the greats.
 You're going ahead with a full SP or you have grander plans?
 
 Both good.
 
		 Orl #3801 posted by rudl  on 2007/09/20 17:58:49You got mail  
		 Whoa #3802 posted by starbuck  on 2007/09/21 12:24:17Cool stuff Grahf!  Looking forward to that one!  
		 Yeah, Nice Goodly Stuff Here, Grahf #3803 posted by HeadThump  on 2007/09/23 04:37:49Those deep shadows remind me of the first Thief game as well.  
		 If You Want A Little Criticical Eyeballing #3804 posted by HeadThump  on 2007/09/23 04:42:50those trims could use some color variation. I'd avoid using the same color on the trim as you do on the dominate tiles. That one tile with the X cross I'd recommend whipping out photoshop and making the X portion a lighter tone so it doesn't look so flat.  
		 Also, #3805 posted by HeadThump  on 2007/09/23 04:48:23similar to advice Metl once gave me, the wooden post and the brown brick in http://img260.imageshack.us/img260/1153/grahfsp00wi6.jpg  kind of fade in to one another because they are almost the same shade of brown. Lighten the wooden post tile and it should bring out its material properties better in contrast to the brick's dark bulky presence.  
		 You Rock, Grahf. #3806 posted by biff_debris. on 2007/09/23 05:00:12 Digging the medieval vibe, must see more!!  
		 New Small Episode For Quoth - Deja Vu - Testers? #3807 posted by RickyT33  on 2007/09/24 14:13:35OK people, Ive made a six map mini episode using quoth. I have sent a copy to kell. So far I havent incorporated skyboxes (but will) and it probably needs a bit of tweaking here and there. I need some playtesting done, but dont want to host a final version online yet cause obviously its not finished. If anyone thinks theyre up for the job, then please email me and I will send you a copy, or leave your email address where I can see it on this messageboard and I will send you a copy. It uses a base theme mostly, lost of quoth demons on the later maps and kell's fury texture wad. 
 My address: trowbridge.richard@googlemail.com
 
 Jolly Good!
 
		 How About #3808 posted by Text_Fish  on 2007/09/24 20:37:59a couple of screenshots to pique everyones interest Ricky?  
		 Bones #3809 posted by madfox  on 2007/09/25 07:12:56I'm working on some new Q1 monsters, and so far all goes well. So I tried to get grip on the Q3 bones model, and it has touched me with its grey haze. Converting it to quake1 gave me a tough job, as animating frames all had to be concealed again. Made it some tougher, because it got rather thin, and then
  Qmle showed up with a strange texture convertion, as well as a lot of vertice meshes, but that aside. I had the skin part right, but somehow a part of the texture keeps mirrored. I made three models now, but they all turn up with the same error.
 
 http://members.home.nl/gimli/bone0.jpg
 http://members.home.nl/gimli/bone1.jpg
 http://members.home.nl/gimli/bone2.jpg  Anyone knows how to avoid this nasty habbit?  
		 ScreenShots For Y'all #3810 posted by RickyT33  on 2007/09/25 13:09:30Here are some screenshots of me maps:
http://shub-hub.com/files/images/DejaVu001.jpg
 http://shub-hub.com/files/images/DejaVu002.jpg
 http://shub-hub.com/files/images/DejaVu003.jpg
 http://shub-hub.com/files/images/DejaVu004.jpg
 http://shub-hub.com/files/images/DejaVu005.jpg  I have now added skyboxes (evidently from the shots), and tinkered around with the ending a bit.  But I wouldnt have said this version (which I'm not hosting yet) is final, cause it seems the more things I fix, the more problems I see.  Took Three hours to compile the last map last night (Aargh!!!), and Ill prob end up doing it again tonight.
 
  Mail me if you wanna playtest the NEW beta! (new from yesterday, that is...)  
		 Hell, Yes... ...Mail info is in the profile!!!  
		 Madfox #3812 posted by Lunaran  on 2007/09/26 01:34:59check your surface normals in whatever modelling app you started the model in (I'm assuming you didn't build all this in QME...), make sure they're all contiguous and none of them are reversed.  
		 Lunaran #3813 posted by madfox  on 2007/09/26 21:26:11I've chequed all vertices. It seems to happen when I export the model to a dxf file. 
  I've had 14 verticemeshes in each frame, so I went all the 87 frames, untill I counted my dry bones. One perticular vertice seems to be the error.
 http://members.home.nl/gimli/bone3.jpg  Is there a way in Qmle to make this surface triangle get back to its origin position?
  Because I can't controll the outcom of the dxf files my am2000 is transporting.  | 
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