Tronyn
#6599 posted by
ijed on 2010/03/04 13:16:40
It's supposed to be marble I think, but without being able to look glossy it loses the intention some.
JPL
#6600 posted by
ijed on 2010/03/04 13:22:15
I'd Make the pillars a lighter colour than the walls - not white, it should still look gritty. I'd also make them flush to the walls, cos pillars are never placed that close without being attached.
Can tell the contrast of the image has been modified - makes it difficult to make comments, especially since you're seeing a different version from everyone here.
Final thing - why does the arch have so many brushes? Is it mdl? Personally I'd use the faces on (you guessed it) the pillars. Just because they're closer to the eye line - players don't look up constantly.
:P
#6601 posted by
ijed on 2010/03/04 13:25:11
Sorry, I was talking crap - I had my monitor gamma set high. Reset now, and the shots look ok for lighting.
Though maybe delay 5 would help provide softer edges.
Have you tried r_lightmap 1 ?
Jpl
#6602 posted by negke on 2010/03/04 13:30:20
Use low-value light entities instead. This will make the map less dark while at the same time making the dim areas not look as washed out, because there'll be very subtle variations in contrast. It's more work, but it'll pay off. Don't be afraid of dark corners.
I agree there's something odd about the marble texture. If you keep it, make sure it's properly aligned on each face.
Jpl
#6603 posted by
Shambler on 2010/03/04 13:45:42
Don't be afraid of dark corners.
With spawn hiding in them...
And Willem
#6605 posted by
Drew on 2010/03/04 22:27:34
looking at your crotch.
I think the shots look great JPL - I really like the lava. definitely agree about it needing to be darker though - and I have pretty mixed emotions regarding the pillars.
Well...
#6606 posted by
JPL on 2010/03/05 11:57:40
... I reused same texture set I used in CDA for sequel consistency reasons (hence walls and pillar textures choice)... Now I have to test different lightning settings (without minlight first) in order to see whether it looks better or not... and I'll try to align the pillar textures (I think it is possible with Quark using a tagged face and the "around pillar" function... let's make a try)
And I take notes abour spawn hidden in dark corners... sounds interesting in term of insecurity feeling >D
OK, so thanks a lot for the comments: you rock !
#6604 - Classic Quake Trap
#6607 posted by negke on 2010/03/05 12:10:45
"classname" "item_soap"
"target" "Shambler"
Sunlight 1 And 2...
#6609 posted by
generic on 2010/03/05 14:02:34
Might help in open areas, but you will have to be more creative indoors ;)
^
#6611 posted by negke on 2010/03/05 20:03:05
LOL.
#6612 posted by
Shambler on 2010/03/05 20:37:13
You are demented, you know that??
ROFL!!!!
#6613 posted by
DaZ on 2010/03/06 14:00:43
That is the best thing I have ever played.
Yo Dawg
#6616 posted by kaz on 2010/03/12 22:20:03
Yo Dawg
#6617 posted by
Zwiffle on 2010/03/12 22:23:30
I heard you like beta testin' so I put a beta in yo beta so you can test while you test.
Sorry.
Hmm
#6619 posted by
DaZ on 2010/03/14 23:55:08
I would seriously reconsider that green lighting / fog, it overpowers everything else in the map.
I've never played the mod, so no idea if the layout is good or not, sorry!
#6620 posted by
meTch on 2010/03/15 20:26:30
i suppose your right, ill get on it :o
Since It's All Silent Around Here...
#6621 posted by gb on 2010/03/23 12:02:04
Oh Yes,
#6623 posted by
Shambler on 2010/03/23 21:41:52
Wait a mo, that one was released already?