Screenshots &
#5423 posted by
madfox on 2009/01/14 13:16:53
http://members.home.nl/gimli/hangar.jpg
Well my modelling skills are driven to their aces, but sofar I got the ZDoomGl models. And as always at the last moment one of the monsters doesn't behave as in my testmaps, lostsoul has gone lost bouncing.
It's more a pak to show my results than a real attemmpt for a level. I hope to come to a good confinement of how to handle these monsters.
Textutres look awfull in FirtzQuake. Aguire's engine is better. Glad to have them running!
http://members.home.nl/gimli/Hangar.7z
lol
Meanwhile, Back In The Quake Engine...
#5427 posted by
Shambler on 2009/01/18 20:54:06
...and in a world where finding and using freeware image manipulation progams isn't rocket science...
Errrr yeah, looks pretty good, looks meaty.
Fatty Ass Lights
#5429 posted by
DaZ on 2009/01/18 21:23:55
The light podiums sticking out of the floor look a bit fat imo, they need a diet of approximately 16 units!
Very nice overall, lighting is a bit flat in some areas for my taste though. What does the map look like in standard gl / fitz? :D
OK - Heres One For Shambler
#5430 posted by
RickyT33 on 2009/01/18 21:35:25
http://www.quaketastic.com/upload/files/screen_shots/smablersgif.gif
Daz - 32x32 base is pretty fat I know, but Im on a strict diet of marksurfaces here and I dont think I can afford it....
you can jump on top of them all though :D
Looks Nice
#5431 posted by
necros on 2009/01/18 21:36:50
my only complaint is that the 64x32 metal block texture is overused and boring.
also, i don't know if this is intentional or not, but all that bloom makes the map look very damp/humid and sweltering.
on a tangent, it would be nice to see games use bloom for specific effects instead of just globally applying it to the entire game. a level taking place in a sunny but hot swamp would make good use of bloom.
Actually
#5432 posted by
Shambler on 2009/01/18 21:40:39
That one for me is pretty cool!
Now THAT Is My Taste Of Base Map
#5433 posted by gb on 2009/01/19 02:12:40
Not boring at all Ricky! Change nothing! (OK, rotate the crates in that one screenshot).
Yummy.
... What mod?
I See
#5434 posted by gb on 2009/01/19 02:16:33
didn't look at the monsters because I was so absorbed by everything else.
Bloom Effect
#5435 posted by
RickyT33 on 2009/01/19 02:33:03
I'm just messin' hehe!
Thats Rygels 2.7Mb pack there as well guys. I cant put realtime lights on though. It kills the framerate completely. And I have to type some weird crap in because Darkplaces lights appear extremely bright in realtime mode with my method of lighting.
And I get about 8 fps.
But hey - I normally use FitzQuake 0.80 especially to play with. And I have textured the map using a lot of standard Quake textures, but there are plenty of non-standard ones too so as you can see from the shots it looks weird like that anyway because of the contrast between the really low-rez ones and the eXtremely high-rez ones.
Anyway it runs in Winquake, Darkplaces, Fitz, GlQuake, Tomaz, QMB, Joequake, Qrack, etc etc etc...
Thanks for the tips.
Bloom
#5436 posted by
ijed on 2009/01/19 02:42:40
Is a problem. If you apply it on a per-shader basis then it looks great, but immolates the graphics card.
Applying it over the entire game, that is, directly from the back buffer is MUCH cheaper, which is why lots of modern games have that sweaty look.
They want bloom but don't want make the graphic concessions necessary to have it, so instead they have to plaster it all over.
#5437 posted by
Spirit on 2009/01/19 10:03:42
I agree with what necros said, that texture patterns rather ugly. Also there are very dominant (and ugly) rivets everywhere (that might be less flamboyant with the original textures though).
The rest looks very promising!
It's Still Coming, Honest!
#5438 posted by Friction on 2009/01/20 19:58:10
Why "yournotfoolinganyone.jpg"?
#5439 posted by
RickyT33 on 2009/01/20 20:01:26
looks pretty substantial!
any chance of an in-game shot or two?
Friction
#5440 posted by
Zwiffle on 2009/01/20 20:05:27
No one cares any more. Just convert it for DNF when that comes out.
#5441 posted by
necros on 2009/01/20 20:11:24
that's a lot of brushwork! :)
i second the request for a proper shot btw. :P
#5442 posted by
JneeraZ on 2009/01/20 20:57:04
Looks ... massive! Yeah, some in-level shots would be cool.
I Have Dozens Of Shots
#5443 posted by Friction on 2009/01/20 20:58:27
Yeah Boi!!!
#5444 posted by
RickyT33 on 2009/01/20 21:20:44
that looks very professional to me!! :)
Nice lighting, brushword etc, er - I never tried mapping for Doom 3 yet, so I can give any other real input except for I hope the gameplay is as good as the visuals!
#5445 posted by
JneeraZ on 2009/01/20 21:24:15
Uh ... over 35,000 brushes?! Holy crap, I admire your tenacity.
I Was Going To Ask What It Was
#5446 posted by
nitin on 2009/01/20 22:56:10
till I saw all the pipes :)
But What About...
#5447 posted by
metlslime on 2009/01/21 00:00:23
fr3dm2? I'm still waiting...