Pulsar
#490 posted by Vondur on 2004/01/09 18:38:14
architecture is ok it seems.
though, it's hard to estimate it w/o lighting because light can change the look of architecture dramatically.
Yeah
#491 posted by starbuck on 2004/01/09 18:51:50
that architecture looks like it could be impressive, but with no lighting its very difficult to say
Auto-screenshots...
#492 posted by metlslime on 2004/01/09 21:48:26
write a qc mod that loops through the intermission cameras doing a stuffcmd("screenshot") at each one. But, since you don't tell the client it's intermission time, you won't see the overlay.
#493 posted by . on 2004/01/09 23:52:53
Pulsar - looks pretty nice to me, can't wait till it's released.
Pulsar
#494 posted by Shambler on 2004/01/10 05:43:06
Looks cool. I like the large scale but make sure it doesn't get too large. The first shot looks like a DM map. The second shot is quite impressive - be wary of the wall textures though. As the others have said, lighting will be particularly important for a map such as this with a larger scale and textures that have quite a similar contrast.
Some Things:
#495 posted by grahf on 2004/01/11 00:39:28
i've been showing these to some people on #terrafusion, so you get to see too:
http://www.cstone.net/~greenwud/grahfsp1_01.jpg
http://www.cstone.net/~greenwud/grahfsp1_02.jpg
http://www.cstone.net/~greenwud/grahfsp1_03.jpg
q1sp, very nonlinear and openended, r_speeds expected to be slightly ridiculous. ~2700 brushes so far, architecture is maybe a bit more than halfway done. :\
Dunno wtf is up with that 3rd shot, quake took the screenshot that way.
Pulsar: looks nice! love the sock egypt textures. 4th shot has good architecture, though there is a strange looking strip of rock in the righthand part of that shot.
2nd Shot
#496 posted by nitin on 2004/01/11 02:17:10
very nice texture usage. Looks good, I hope it gets released though.
I Will Try...
#497 posted by grahf on 2004/01/11 02:26:50
gonna be a while though.
Yeah I Really Like That
#498 posted by starbuck on 2004/01/11 09:35:51
doesn't look like anything i've seen before, which has to be a good thing
Yes
#499 posted by necros on 2004/01/11 14:28:45
agree with prior two opinions. very nice brushwork.
i thought it was a dm map at first, so good job on the openendedness part, obviously. :)
i like the look of shot3, even though it's screwed up. awesome, man!
also, what would you consider "slightly ridiculous" as r_speeds?
Also, Anyone Up For Some More Q1sp Beta Testing?
#500 posted by necros on 2004/01/11 15:06:41
email me: necros@rogers.com
On It's 501th Way...
#501 posted by madfox on 2004/01/11 23:19:41
Strange though, I have a 6pack ready for beta testing, but noone seem to notice.
Here some pix from "UnderGround"
http://members.home.nl/gimli/Quake02.jpg
http://members.home.nl/gimli/Quake03.jpg
E
#502 posted by Mapist on 2004/01/12 02:28:38
aguirRe: can I have your script ?
madfox: try better textures, use trims, use sourced lights (dont forget light textures), work on light in general (I suggest you use some advanced light compiler, like tyrlight, with realistic falloff)
Grahf : cool except for a "structural beam" with metal texture on the sides and brick texture on the front
Let's See Here
#503 posted by aguirRe on 2004/01/12 05:21:50
Mapist = Speedy, right? Otherwise I need your email address or you can send me an email and I'll reply to that.
If It Wasn't Obvious
#504 posted by aguirRe on 2004/01/14 08:13:06
that was a question that I need a confirmation on before sending anything. Mapist, who are you?
#505 posted by - on 2004/01/14 09:33:01
yes, Mapist is Speedy
Scrshts
#506 posted by eggman on 2004/01/14 14:12:26
Eggman
#507 posted by pushplay on 2004/01/14 14:35:28
The grate texture on the curved catwalk looks sloppy. You should fix that.
Pushplay
#508 posted by eggman on 2004/01/14 15:34:00
I would like to fix it. The texture itself is perfectly aligned, and looks fine closeup, however problems occur from a greater distance. If anyone knows a shader parameter or a workaround to fix this, it would be much appreciated.
Robotnik
#509 posted by pushplay on 2004/01/14 15:57:39
Aliasing's a bitch.
Heh
#510 posted by nitin on 2004/01/14 20:46:37
you could do some funky trickjumps off the rocks if they are not clipped off.
Grate Flooring
#511 posted by nb on 2004/01/15 01:32:39
nopicmip and nomipmaps (iirc) in the shader may help.
Eggs
#512 posted by Shambler on 2004/01/15 06:35:09
...looks cool, the first shot has some "sense of place". I think the rocks look a bit bland and....bleak though.
.
#513 posted by eggman on 2004/01/15 11:12:53
tx nb and shambs. I agree the rocks are a little bland in that shot, I've tried to liven them up with lava and a green crystal shader in different areas, I've just got to get those shaders around more without making the rocks look too contrived.
Eggman
#514 posted by Maj on 2004/01/15 12:46:22
You might be better off with alpha blending (blendfunc blend) rather than alphafunc, although you could run into sorting issues and the lighting might not be as good.
nopicmip won't actually help in this case, although if you use alphafunc then it should be in there anyway to prevent the grate becoming invisible or solid with picmip 10.
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