
Whoops
#519 posted by
pjw on 2004/01/16 13:19:42
missed the second "pjw3dm6". Heh.
#520 posted by
- on 2004/01/16 15:53:06
that's a fucking brillent hack pjw, I'll implant that in the q3 maps I promised to finish ages ago :P

Listen To Pjw
#521 posted by
nitin on 2004/01/16 18:59:52
his rocks always look really cool (I liked pjw3dm3 rocks the best).

...
#522 posted by
eggman on 2004/01/16 20:54:33
whoa great feedback peeps thx. pjw the passes might rack up too high with a two stage shader, a lot of these crystals are visible behind each other which is basically like a window looking through a window looking through a window etc... that supposedly is bad. i'll give it a shot for sure though, still got room for more detail though avg r_speeds around 5k-6k

PH8DM1
#523 posted by
. on 2004/01/16 21:55:43

Phait
#524 posted by
nitin on 2004/01/17 01:18:01
looks good, but you have too many different wall panelings going on.
#525 posted by
. on 2004/01/17 01:25:00
Think that blue wall would be distracting?
Here's a bigger/better shot:
http://www.angelfire.com/scary/ph8accompli/quake/ph8dm1.jpg

Arr
#528 posted by
. on 2004/01/17 03:44:33
Nitin, can you more specifically point to what you mean? Do you mean the grey tex that takes up most of the wall, the lines going across (defining 'panels'?)?

Phait
#529 posted by
nitin on 2004/01/17 04:53:16
I meant the windows/panels (in shot 1a, there's 6 of them and they are all different - ie cadaver in one, just skulls in another and so on)

Ah
#530 posted by
. on 2004/01/17 05:23:55
Gotcha... I'll consider it, still got more to do. Thanks all.

Look Good
#531 posted by
GibFest on 2004/01/17 12:22:25
Can wait for you to finish it.

Phait,
#532 posted by
necros on 2004/01/17 14:30:32
i actually like the shots the way they are. keep it up!

I Agree With Nitin
#533 posted by
R.P.G. on 2004/01/17 15:44:55
Try sticking to 2-4 insets/panels for the map. Using that many in one room is especially distracting. You could try replacing one of the central inset pieces with a support column of some sort. It's not a really huge deal, it just could be done better and that small thing would really improve the map.
#534 posted by
. on 2004/01/17 16:18:39
Thanks again! I'll post more shots when I get more done and I think I will remove some panels, a few more areas need them yet anyway =)

Earlier In Quake
#536 posted by
madfox on 2004/01/20 00:19:33
If you loop back to this site...
than loop back to good old school Quake...
http://members.home.nl/gimli/Quake19.jpg
I lost the shape of the tiffany,
by scaling the level again.

Re:
#537 posted by
R.P.G. on 2004/01/20 08:59:16
Gib: I can't load the image. It just loops back here.
MadFox: looks good.

Plumbum Oxide
#538 posted by
madfox on 2004/01/20 10:13:23
While texturing the window for the third time,
it comes to me from a distance the black surrounding square won't leave!
I have changed all the pixels into lighter ones, but the dark square stays.
Funny result after all that texturing.

CnP
#540 posted by
GibFest on 2004/01/20 14:42:54
If you cut n paste it works, probably my mates shitty free hosting.

Madfox...
#541 posted by
distrans on 2004/01/20 19:26:23
Try using the original tex but scaling it up in editor.
The other option is to use the original tex centered in the opening then add a surround to hide the errant pixels.

X-Ray Window
#542 posted by
madfox on 2004/01/20 19:35:09
I already tried with pasting over the texture, but this won't work. Seems the black square appears every time from a distance.
The texture limit is 128x128, so scaling up will divide it to more texture units. (argh... texture count!)

Untitled Tourney Map For Unreal Tournament
#543 posted by
om9zer on 2004/01/21 02:01:36