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.
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.
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?
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.
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.
...
#626 posted by
necros on 2004/02/17 20:56:08
the brushwork looks fine, but the lighting needs work.
the first shot is almost completly dark to me, the second has no contrast at all and the third is the same as the second.
Looks Like A Cube Map
#627 posted by
pushplay on 2004/02/17 22:01:04
I like cube and everything, but that was not a compliment.
#628 posted by
LTH on 2004/02/18 07:21:35
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.
Thanks guys.
...
#629 posted by
necros on 2004/02/18 08:50:07
maybe decrease the amount of light bounces then?
LTH
#630 posted by
metlslime on 2004/02/18 14:10:23
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.
Try experimenting with gamma correction.
Boo!
#631 posted by
Maric on 2004/02/18 18:14:07
Finished my first Quake effort (will post about it later), went back to my comfort zone...
http://www.backshooters.com/maric/87a.jpg
http://www.backshooters.com/maric/87b.jpg
Hey!
#632 posted by
- on 2004/02/18 18:30:48
that looks totally cool :D