Externals
don't help either:
http://www.quaketastic.com/upload/files/screen_shots/marcherjagged.jpg
That looks remotely good because it's circular like the id1 lightglobes. The problem appears when the sprite is not a circle nor rectangular, like the quoth2 reed, or even better,
http://www.quaketastic.com/upload/files/screen_shots/lightrunetest2.png
I am certain that I have enabled external textures in fitz 0.85...
But Enough About Sprites...
Necros, that map looks pretty, are you aiming for a primarily vertical map again?
#5817 posted by
Trinca on 2009/07/16 17:40:12
nice pic necros look�s like a map of tronyn in soe indian summer map pack :)
Sod Sprites
#5818 posted by
ijed on 2009/07/16 18:43:32
The pic link is down - I scanned it before but can't remember well enough to comment.
#5819 posted by
necros on 2009/07/16 19:46:54
nah, no more vertical. it was fun, but i don't want to do that again.
it'll be similar to cda, i think.
Note:
#5820 posted by
metlslime on 2009/07/16 22:25:47
sprite and skin replacement is not supported by fitzquake (yet)
Extra Glow
#5821 posted by
sock on 2009/07/17 09:29:10
Necro, why do the torch bases glow so much compared to the rest of the environment?
Sock
#5822 posted by
AEnoch on 2009/07/17 16:35:05
The torch bases are a model. He used quoth entities.
Down The Rabbit Hole
#5824 posted by
sock on 2009/07/18 13:01:27
More sleepless nights carving wooden pointy teeth. Ive included a brief one liner for each image, its something I do on another site and thought it might be more interesting.
A contracted wooden iris blocked by chains
http://www.simonoc.com/images/design/maps_q3/moteof1an1l.jpg
A sky light framed by a circle of chains
http://www.simonoc.com/images/design/maps_q3/moteof1an2l.jpg
A gaping hole lined with wood teeth
http://www.simonoc.com/images/design/maps_q3/moteof1an3l.jpg
A dark connection with plain wooden cross beams and warm left-hand light -
http://www.simonoc.com/images/design/maps_q3/moteof1an4l.jpg
Plughole kaleidoscope -
http://www.simonoc.com/images/design/maps_q3/moteof1an5l.jpg
Down past gaping steps and angled wood lies helping metal hands -
http://www.simonoc.com/images/design/maps_q3/moteof1an6l.jpg
#5825 posted by
JneeraZ on 2009/07/18 13:34:32
I love the one-liners. It gives every shot a sense of place before you click.
Lovely work, sock. The level is looking better and better all the time!
Err
#5826 posted by
nitin on 2009/07/18 13:48:08
that looks fantastic, lovely lighting.
Yeah
#5827 posted by
ijed on 2009/07/18 13:48:24
That looks too good for games almost - excellent stuff.
Aenoch - the link seems broken.
#5828 posted by
JneeraZ on 2009/07/18 13:58:19
Dreamhost is having a switch/router issue at the moment so Quaketastic is temporarily offline. It's being looked at...
Sock
#5830 posted by
metlslime on 2009/07/19 09:35:54
Looks excellent. The chains are a bit primitive though... Maybe use patches or, even better, a mapmodel, instead.
Sock
#5831 posted by
Shambler on 2009/07/19 16:46:46
Nice gaping hole, dude o_O
Progress
#5832 posted by
JneeraZ on 2009/07/20 00:58:49
3,800+ brushes and it's finally sealed. Now to start detailing and finalizing gameplay...
http://wantonhubris.com/blog/wp-content/uploads/2009/07/map_preview.jpg
#5833 posted by
Trinca on 2009/07/20 01:33:27
looks fucking great!!!
i want this :p
go map!
#5834 posted by
Zwiffle on 2009/07/20 01:45:09
Time to START detailing?? Looks pretty detailed to me!
#5835 posted by
necros on 2009/07/20 02:26:57
haha no kidding. it looks great already ^_^
I� I�
#5836 posted by
ijed on 2009/07/20 04:36:31
Not a fan of the texture set, but it's a taskmaster map, so weather it's good or bad it will be well done.
Good or bad being relative to whichever gameplay angle you're exploring.
Is that id basic sky tex up top? I'd always vote for skybox, but there you go.
The only question that remains . . . when :)
Willem
#5837 posted by
sock on 2009/07/20 08:12:50
wow very cool I like the brightness of the textures and vaulted ceiling, gives the area a regal/palace feel. What do you mean by start detailing? Is 3800 brushes alot? sorry for stupid questions, not a q1 mapper anymore.
#5839 posted by
JneeraZ on 2009/07/20 11:09:51
Wow, thanks all! And, yeah, that area in the shot is pretty much done but there are others that need detailing (box rooms). :)