#6203 posted by necros on 2009/10/22 20:03:17
looks good to me, but i'm not a fan of those light sprites that simulate lens flare. :S
Cheers
#6204 posted by T_Creutzenberg on 2009/10/22 20:42:03
Jago: Yes, I know it's not everybodies taste, but mine ;)
necros: The lens flares only show in lightmap mode.
Wut?
#6205 posted by necros on 2009/10/22 23:58:59
it's quake 3 right? what other lighting technique is there?
Lighting?
#6206 posted by T_Creutzenberg on 2009/10/23 04:02:32
Necros: It's just vanilla Quake 3 Arnea lighting (q3mapo2 though). Nothing else. It's just the textures with prerendered lighting. And they are quite a few years old.
I Think He Was Referring To Your Comment
#6207 posted by nitin on 2009/10/23 10:55:31
that you only see lens flares in lighmtap mode and was asking what other mode of display there is in q3. I assume you were referring to vertex lighting or whatever the crappy lighting mode is in which the lens flare wont show.
Oops ...
#6208 posted by T_Creutzenberg on 2009/10/23 13:48:24
Thanks nitin, you're right.
necros: Sorry man, and yes, there is lightmap mode and vertex lighting.
I'll post a beta on quake3forum the next days I think if somebody wants to have a look.
Texture/lighting Update
#6209 posted by sock on 2009/10/27 22:59:23
Heeh
#6210 posted by DaZ on 2009/10/28 01:43:36
Looks like a UT map now, thats a good thing :)
Those Broken Bricks Are A Nice Touch
#6211 posted by nitin on 2009/10/28 02:42:31
thats not texturing is it?
Confused
#6212 posted by sock on 2009/10/28 13:08:41
@Daz, Im not sure I understand, it looks like a UT map? because of the textures? architecture? lighting?
@Nitin, Im confused again, what broken bricks? Are you talking about the last screenshot I posted?
Sock
#6213 posted by nitin on 2009/10/28 14:51:02
wall to left of archway. And it's also in the wall behind the archway.
Nitin
#6214 posted by sock on 2009/10/28 15:35:26
Yeah that is texture detail, I have nearly replaced all the ID textures with my own photo sourced (they are not from cgtextures) ones. A new collection of stone, metal, wood and marble. I just got a couple left and the 2 light fixtures.
Mmm
#6215 posted by starbuck on 2009/10/28 20:08:37
i'm digging your photosourced textures, very crisp and fresh. I wanna bang that screenshot like a screen door in a hurricane.
Hmmm
#6216 posted by DaZ on 2009/10/29 15:42:58
I think its a mixture of the lighting and textures, it all looks very Unreal Tournament alike, hard to put a finger on what it is exactly, but when I look at screenshots of a map without hud/weapons shown, I can pick out the UT engine map before any others, as they have a certain "vibe" to them.
Your map has this vibe also. Its like its clean and clinical while still having broken and rough edges.
Looking forward to having a run around
#6217 posted by necros on 2009/10/29 21:23:52
clean and clinical while still having broken and rough edges
that doesn't make sense, lol! :D
but to me, the map looks well-made, and cleanly contructed (which is maybe what you meant, daz?).
even though there will be nothing to kill, i'm eager to play it in q3 anyway just for the puzzles and such (and to see all the cool sights, of course) :)
At The Clinic
#6218 posted by sock on 2009/10/30 13:19:33
Ummm, well the map does not have any litter or dirt in corners, so I suppose it is clean for a castle environment. Partly my own fault by changing the textures to something more realistic, the colour tone and detail has changed the mood of the map. Maybe it is time for me to start creating decal textures! :)
Yeah there is nothing to kill, just puzzle machinery and exploration. It certainly won't be everyone's cup of tea but hopefully there are a few people here who like puzzle stuff.
More Stone
#6219 posted by sock on 2009/10/31 20:28:36
#6220 posted by necros on 2009/10/31 20:40:15
i don't know why, but the wood under the windows in the middle looks awful to me. like it's really low rez and fuzzy or something.
either turn it into stone, or make it look more weathered/old.
#6221 posted by Zwiffle on 2009/10/31 22:03:53
I don't mind the wood under the windows so much as the windows themselves. I don't think they fit stylistically.
The roofs and the trim under the roofs are bad ass though, very cool.
Hmm
#6222 posted by nonentity on 2009/10/31 22:59:49
Good eaves.
And I like the windows. A bit square of frame maybe, but the style works well.
Yeah
#6223 posted by necros on 2009/10/31 23:01:53
i didn't mention it, but the trim all around the lower edge looks great. i love that kind of technical attention to detail.
I Love It
#6224 posted by Orl on 2009/10/31 23:05:39
Thats all I got to say. Great work sock.
Give Me That Thing!
#6225 posted by madfox on 2009/11/01 02:04:02
something yells inside me for that rich detail you come up with that Q3engine and the perfekt way you make profit with it sock!
otherwise I thank myself for permitting me only to Q1 mapping because for the benefit of getting that final touch I blame myself a lot of learning before giving advise.
uh..., pfew..., Gaudix?
Yeah
#6226 posted by RickyT33 on 2009/11/01 04:13:54
I agree with Orl and Madfox :)
V. nice work. If anything the wood could look as old/dark as the windowframes. But really it looks fantastic. The Tudor style architecture looks fantastic
Thanks
#6227 posted by sock on 2009/11/01 13:51:20
Wow a lot of comments, this screenshot for me was about the new stone bricks, the rest of it I've seen for a while now.
@necros, The bit under the windows is seating, can't really see from this angle, but at player height it is a lot better, less fuzz.
@madfox, I am not sure what you are saying, you seem excited about q1? /shrug
@nonentity, yeah the eaves are a good design, probably the strongest part of the screenshot.
@rickyT23, yeah I like, Tudor style :D
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