Yeah And If I Pasted The Right Pic.. That'd Be Cool To
#551 posted by
pope on 2004/01/28 07:02:36
I Like The First Shot Better, Bp
#553 posted by
necros on 2004/01/28 15:14:45
oh wait...
i like the quarterpipe lava canal.
I Have To Agree With Nitin
#556 posted by
R.P.G. on 2004/01/29 10:23:23
The build quality is there (I mean there aren't weird assortments of odd-shaped brushes), but there isn't much of anything there. The walls are exceedingly flat. You've put in a few cool touches (damaged bits, wires, and artificial colored lighting from the slime), but those aren't doing much for the overall detail level. Comparing this to Ph8DM1, I know you can do better.
Sorry to be harsh, but that's the way it is.
Phait
theres so much detail and variation you can do with idbase. no need to keep the same wall texture over the whole map. plenty of 'detail' textures that can be used like comps and stuff, that lend themselves to their own brushes rather than being wall decoration
take some time and play older idbase sp/dm maps and apply some of what you see to your map.
and dont forget CRATES
#558 posted by
. on 2004/01/29 12:11:20
"Sorry to be harsh, but that's the way it is."
No thats quite fine, I've actually been asking around what I should do... the map is going *somewhere* (up), but I don't know how yet.
Thanks!
(BTW, there are some crates ;) )
Also
#559 posted by
nitin on 2004/01/29 19:19:41
apart from visuals, I also meant that the layout looked very flat.
More Experimenting...
#560 posted by
necros on 2004/01/31 21:09:41
this time with light. doing the whole map with 0 minlight, meaning i'll have to pay that much more attention to make sure it works properly. mostly a learning experience...
http://www.planetquake.com/necros/levels/lend/lend1.jpg
Looks Great
#561 posted by
starbuck on 2004/01/31 21:35:48
really nice... more time-consuming of course, but with results like that who can argue
Hmmm...
#564 posted by
xen on 2004/02/01 14:19:22
Either that lava texture is too bright or there isn't enough falloff on the light that comes off of it. It looks like the surrounding area should be alot brighter than it is. I'd personally replace it with water actually to fit with the overall gloomy style.
Save that though, it looks very good.
I Don't Want To Be Burnt To The Stake, But...
#565 posted by
starbuck on 2004/02/01 14:50:28
it might look better if the lava generated coloured light
Lava
#567 posted by
. on 2004/02/01 18:06:42
Or you could modify the tex that borders it to have a "glow" effect.
Hm...
#568 posted by
necros on 2004/02/01 23:04:47
well... for color, at this moment, that would be no. mainly because aguire's light doesn't do color atm.
(but also a bit because i'm not very good with color)
if aguire puts in colored light support, i'll try it out.
i actually like the idea of making a texture for the lava light. thx phait. i'll try my hand in photoshop and see what i can come up with. i just hope i have enough room left in the bsp for more textures. :P
Necros
#569 posted by
. on 2004/02/01 23:10:57
Take a vibrant orange color, make a gradient of transparent-to-orange, drag that down about half-way or in a 4th of the texture's height.. make this on a new layer, experiment with layer modes.
#570 posted by
. on 2004/02/01 23:12:16
Phait
#571 posted by
GibFest on 2004/02/02 07:22:49
non of you links work for me :(
#572 posted by
. on 2004/02/02 12:22:29
Not sure what to say, Gib.
Well...
#573 posted by
necros on 2004/02/02 12:34:06
i tried something like you said, Phait.
can't say it looked very good. oranges aren't done well in the quake palette, and the vibrant orange i mixed into the stone and rock textures ended up looking really ugly in game. it was a nice idea, but doesn't work for lava i think. thx anyway
#574 posted by
. on 2004/02/02 12:36:03
Let me see the tex... or select an orange straight from Quake's palette. I really don't see why it can't be done alright, unless the orange turned out looking like idbase orange.