#3916 posted by rudl on 2007/10/13 16:38:55
that's probably because I'm playing Doom3 at the moment ;) And there will we also be a lot of viscera and blood.
but I think the high contrast gives a little bit more atmosphere. And making the outside lighter results in a reduced contrast with the skybox
But the interior will be lighter.
fusion-style yes/no well I haven't descided yet I'm consider putting some Nehahra ents in it
The other reason is that you don't need to download the skybox, because it's from Nehahra
70s Are Back
#3917 posted by Friction on 2007/10/13 16:59:39
Friction
#3918 posted by JPL on 2007/10/13 18:07:24
It's Doom3 textures for sure, but I'm not sure if it is Doom3 game: is it ?
In anyway, the sky outside looks disco !
#3919 posted by Lunaran on 2007/10/13 20:55:26
but I think the high contrast gives a little bit more atmosphere
okay, fine.
can we rename this the "unquestioning praise for screenshots" thread?
Rudl
#3920 posted by necros on 2007/10/13 21:59:03
black and white texture is wierd, kind of ugly, and doesn't fit with the rest of the textures. also, the use of the yellow and white 4box lights is not good. consider using the square, white lights with the copper trim and the yellow version for the yellow 4box lights.
also, lighting d3 style is not a good thing. the major problem with lighting a d3 map is to get nice contiguous light sources without overloading the video card. q1 doesn't have that problem, so you should take full advantage of it.
the brushwork itself is kinda neat. something that's not seen much, sort of like a techy castle. i think when the textures are fixed up and the lighting is smoothed out a bit, it could look pretty cool. :)
Seventies...?
#3921 posted by madfox on 2007/10/13 23:23:38
#3922 posted by gibbie on 2007/10/14 01:36:07
wow that is some next level shit madfox! are you gonna make it shoot lasers?
"Unquestioning Praise"
#3923 posted by Fern on 2007/10/14 02:09:54
...would be a better title than "unquestioning capitulation to Lunaran's criticism."
. . .
#3924 posted by ijed on 2007/10/14 02:51:40
Everyone want's to see more Quake maps. Encouragement helps that happen. If you can change the mappers opinion on how they're building to what you think is a better design concept then everyone's happy.
But you're not going to do it from a screenshot - you need to betatest. Maybe Unquestioning praise isn't such a bad rename (although very sarcastic) for the thread. The members of func are jaded because nobody, ever, posts screenshots of something that is just ugly and bad.
Granted now and again stuff crops up that needs input by people with more experience, but hardly ever.
rudl - I'd suggest changing the skybox. What you have there is a dark map in the middle of a glowing dusky void. Don't change the lighting; I like high contrast myself, instead change the skybox to something darker. Stars or maybe even pure black void, so that the light in the map reflects it.
It'll make it feel more like a real place and less like a map, immersion being the key.
By Hipshot
#3925 posted by -_- on 2007/10/14 09:48:31
Ooh
#3926 posted by starbuck on 2007/10/14 11:22:27
nice shots for that Hipshot map... is that Quake 3? Lighting from the sky looks very good indeed, how was it done?
Starbuck
#3927 posted by nitin on 2007/10/14 12:33:51
yep thats q3, you can just make out the RL in one shot.
Lunaran:
#3928 posted by RickyT33 on 2007/10/15 11:00:17
After your comments about the lights in MY map, I put more light ents in and reduced the minlight!
Did you look at it? (I dont know how up to date the copy I mailed you was, will have been big, un-vised and nasty, but lit)
Its compiling now - browning nicely!
Yes
#3929 posted by Lunaran on 2007/10/15 16:46:34
I did get it, sorry I kind of shirked on looking at it. you see, I bought this box, and it's orange, and full of irresistable toys ...
I Can't Even Buy That
#3930 posted by RickyT33 on 2007/10/15 16:52:08
until this friday! When did it come out on your side of 'the pond'?
October Tenth
#3931 posted by Lunaran on 2007/10/15 21:46:55
two thousand and seven
More Eyecandy
#3932 posted by Fern on 2007/10/17 06:13:26
...continuing the theme of id-mixed with other stuff.
http://www.suspenlute.com/fr3nrun1/Tomaz20.jpg
#3933 posted by gibbie on 2007/10/17 06:50:06
ohh that looks cool! nice nice... but fix the misaligned wizmet tex
#3934 posted by Trinca on 2007/10/17 08:25:25
very old school nice!
Fern:
#3935 posted by metlslime on 2007/10/17 08:59:19
that looks like pure id to me...
lighting looks pretty good.
Link Is 404?
#3936 posted by RickyT33 on 2007/10/17 10:38:11
It's Not 404 For Me
#3937 posted by bambuz on 2007/10/17 15:15:18
Looks ID1 to me... The blue and red and the button's metal kinda clash but maybe it looks better in game.
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open, but what is the blue stuff and what is the runic metal doing there and the riveted stuff in the ceiling... I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style...
Ah, Its Working Now..
#3938 posted by RickyT33 on 2007/10/17 15:25:46
I think it looks cool, v nice brushwork!
Interesting Stuff
#3939 posted by ijed on 2007/10/17 15:55:40
Looking forward to it.
How Do You
#3940 posted by RickyT33 on 2007/10/17 16:08:26
make a sound play?
I know how to make a sound play but the sound is always sourced from the entity that is 'playing it', I mean the source of the sound physically in the 3D map. What I want to do is make sound play where it remains audible (at a constant volume) regardless of how far away from the entity you are.
Alternatively I could trigger the same sound to come from a group of identical entities all at the same time, with sound entities positioned in different parts of the map, so that as you moved away from one entity you are aproaching another, so the sound never fades out completely.
The reason is that I want to put music into a level, like in Warp.
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