
Starbuck
#6535 posted by
Hrimfaxi on 2010/02/16 17:08:47
Looking forward to those textures!
They look really fantastic!

Enhanced Textures
#6536 posted by
madfox on 2010/02/16 18:20:02
Starbuck..,
You make me feel like having a carwash!

...
#6537 posted by
starbuck on 2010/02/17 01:02:19
aww shucks, many thanks for the kind words for those textures. Text_Fish especially - I agree that metl/kell/necros have done a ridiculously good job keeping true to the quake spirit in their work, and it's warm and fuzzy to be mentioned in the same breath.
Will keep some screenies coming!

Omg, Rubicon2 Leaked
#6538 posted by negke on 2010/02/17 11:32:52

Heh
#6539 posted by
RickyT33 on 2010/02/17 11:37:45
DM only??!?!
Actually looks pretty neat!

Starbuck
#6540 posted by gb on 2010/02/17 23:59:51
Those make me want to ... grab them and apply them to e1m2rq, and ... put a Starbuck's logo next to the ferrari one. Awesome, awesome. Motivation++ (much needed)
Keep doing that...
#6541 posted by gb on 2010/02/18 00:00:16
DM1RQ, too.
#6542 posted by
Blitz on 2010/02/19 20:25:41
#6543 posted by
Zwiffle on 2010/02/19 20:41:03
lol Blitz I still don't get the point of the cars, but at least the lighting around the highway-tunnel bit is fuckin sweet. Everything else looks top notch, maybe a bit sparse in the first shot (lots of open space it seems.)
Is this just a DM level you're working on?
#6544 posted by
necros on 2010/02/19 20:57:24
is there a way you can reduce the light hitting the hedges at the bottom in shot1 (the hedges are also visible to the left in shot2). they seem to be positively glowing, brighter than every other leaf.
i guess that's the just the texture that's bright, except that it draws your eyes away.
i like all the vegetation in shot3 as well as the uneven interlocking bricks. could you maybe take 1 or 2 bricks out of the floor in the center and just leave a hole? or maybe break a couple? you've got the sides covered in dirt which is good, but it seems to me the center is where everyone's walking which is where it would be broken and worn down.
still don't know why the windows on the rear building in shot1 are a different shade of orange from the other two.
overall, very sweet looking map. :)

Lol
#6545 posted by
madfox on 2010/02/19 23:43:24
I know its my view but I just finished Daikantana and I can't help feeling somewhere deep in that pagode Heroshima still contemplates the parting of Mekiko and Superfly Johnson.
In that view I can fit in a broken prisonwall with cars around Alcatraz.

Blitz
#6546 posted by
JPL on 2010/02/20 09:23:11
Shots look very good ! Good job !
#6547 posted by
Spirit on 2010/02/20 09:54:34
Really slick:
Hardware-Accelerated Global Illumination
by Image Space Photon Mapping
http://graphics.cs.williams.edu/papers/PhotonHPG09/
#6549 posted by anonymous user on 2010/02/20 19:42:00

Cool.
#6552 posted by
Shambler on 2010/02/20 22:47:06
Retexture in medieval plz and no Quoth monsters xxx

No Quoth?
#6554 posted by
Orl on 2010/02/20 23:10:55
Why the Quoth hate?
I admit I don't necessarily love Quoth, but I certainly don't hate it either.
So what's the deal?

Actually
#6556 posted by gb on 2010/02/21 00:04:54
it runs Quoth maps, too, but only if it has to.

Yeah
#6557 posted by
ijed on 2010/02/21 00:43:37
I wasn't decreeing that Ricky can't release a Quoth version as well, just that v1 is for Remake Quake.
And we added backwards compatibility for some mods as well - including Quoth - so a Quoth version could be made that also works inside RMQ.
Running it under Quoth would produce a load of errors, but it'd still be playable.

Ahem
#6558 posted by
ijed on 2010/02/21 00:44:36
And I wasn't decreeing that V1 must be for RMQ either... just saying it.

Whatever
#6559 posted by
Drew on 2010/02/21 03:23:21
as long as I get some ricky maps.