...
#601 posted by necros on 2004/02/08 12:51:41
honestly, i don't really care if it's realistic or not. mostly, it's just a matter of the sky going with the terrain and looking cool at the same time.
also, why not crack terraingen? there's got to be tons of those out there, since it's pretty popular.
Crack Hoar
#602 posted by Kell on 2004/02/08 13:01:22
you are assuming, of course, that I would
a. have the net access to get hold of one
b. know where to look
c. know how to use it
d. avoid seriously shafting my OS in the process
e. be able to delete the noxious thing when it turned out to be some pr0n dialer
bleh, I'll stop making excuses now.
Kell
#603 posted by pushplay on 2004/02/08 14:36:16
I've made a couple of skies in TG and didn't get that gawdaweful ringed look. Also, realistic skies look stupid in Q3. And who made that stupid Q3 sky with the flat moon? Someone needs to teach that boy some perspective.
Pushplay
#604 posted by Kell on 2004/02/08 14:49:11
the skies can be used in other Q3 enjin games, which are more realistic than Q3.
That 'godawful ringed look' may be because you have a more recent version of TG. Or you may just have had different atmospheric settings. I'm not sure.
Dunno, maybe Adrian 'No Relation' Carmack. It does look cack, but perspective isn't the problem - a sphere is always going to look like a circle when you look at it :P I think the moon is just too large.
Meh...
#605 posted by necros on 2004/02/08 18:43:21
two seconds of searching on overnet got me a crack for the lastest ver (0.9.19) it's a simple .exe and .dll replace and the file is like 350k.
cheers ;)
Perspective
#606 posted by pushplay on 2004/02/08 20:32:28
A sphere will always look like a circle from any angle, but a circle drawn on a plane and held at an angle will look like an ellipse.
Ummm...
#607 posted by Maric on 2004/02/08 23:23:36
Decided to try my hand at a Quake DM map, I will surely need testers to help work out weapon/item balance. This is a very simple, two story dealy dressed out in Speedy's textures... Any takers? Should be ready for the beta test thing Monday/Tuesday.
"http://www.backshooters.com/maric/mq1_1a.jpg"
"http://www.backshooters.com/maric/mq1_1b.jpg"
"http://www.backshooters.com/maric/mq1_1c.jpg"
Feeling Chagrined
#608 posted by Maric on 2004/02/08 23:25:39
I screwed up the links as per my usual. Would someone be so kind as to fix them? And then explain to me what I did wrong?
Maric:
#609 posted by metlslime on 2004/02/09 00:23:56
don't put the url in quotes.
Ahhhh
#610 posted by Maric on 2004/02/09 08:16:18
Reminds Me Of One Of Your Q2 Dm
#611 posted by nitin on 2004/02/09 09:02:02
looks wise. It's a bit too repetitive for my liking. Scale in shot 3 looks a bit cramped too.
#612 posted by . on 2004/02/09 16:35:39
Reminds me of Blitzdm1
Yeah
#613 posted by Maric on 2004/02/09 16:41:04
It is very much like one of my Q2 maps, it is very repetitive and slightly cramped unlike said Q2 map. When I opened it up a bit the r_speeds went off the charts.
This is more or less an experiment for me and a break from the Q2 stuff. In fact I have no idea as to what is considered acceptible r_speed wise in Quake. The idea of this one is to test the waters and see if I am going in the right direction.
R_speeds
#614 posted by R.P.G. on 2004/02/09 17:32:04
600-650 is the prefered limit in Q1 if you're trying to support older computers. Also, under the default settings on software engines, if the r_speeds go over 700 (I think) then you'll get the grayflash effect.
Ahhhh
#615 posted by Maric on 2004/02/09 17:35:55
Thank you R.P.G.
Reminds me of Blitzdm1
I have not seen it, Link?
Maric...
#616 posted by xen on 2004/02/09 17:36:47
R.P.G...
#617 posted by distrans on 2004/02/09 19:54:38
I always thought the default was 800.
Anyone got the definitive answer?
Shots
#618 posted by Tronyn on 2004/02/09 20:22:23
Hrmm...
#619 posted by necros on 2004/02/10 00:19:27
it's hard to tell with editor shots. i'm sure it'll look better ingame with lighting, but it's not very flattering atm. the first shot has too much of the yellow window. the four on top of the tower is overkill. put maybe 2 or even 1.
i like the flesh parts (shot3) :P
shot2 looks ok, but not that good, i'm sure lighting will help alot.
shot4, i don't like the way the sides of the rocks (both the red, doom ones and the yellow quake ones) are completly flat. looks very unatural. you should break up those walls into 128x128 sides and skew them around a bit. make them look more jaggedy and such.
i like the fence in shot1 a lot. make sure you throw enough light on it ingame to show off the coolness of it.
Yaaaaay...
#620 posted by distrans on 2004/02/10 00:23:54
...good to see that foetus back in use.
#621 posted by Mapist on 2004/02/10 05:53:40
visecra ewww..
More Vapid Screenshots
#622 posted by Blitz on 2004/02/12 18:20:37
Looks
#623 posted by inertia on 2004/02/12 21:53:21
like a big gay orgy, blitz
i guess you can easily model what you can see
Screens
#624 posted by LTH on 2004/02/17 20:25:36
#625 posted by - on 2004/02/17 20:40:32
Get rid of the minlight and make all those lights brighter. If you're going to bother making architecture, you should bother to light it nicely so it looks decent.
Other than that, looks solid.
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