I Agree With Ricky About Willem.
#6813 posted by Shambler on 2010/07/20 17:01:07
Looks okay but I would prefer more visual hooks. I liked that untextured building shown before. I think with all the props and detailing and effects and shit, the importance of impressive structures can be lost these days...
Yes...............................................................,but
#6814 posted by madfox on 2010/07/20 22:20:01
quake does more with less.
Bleh
#6815 posted by madfox on 2010/07/24 06:33:09
I Like The Last Shot
#6816 posted by nitin on 2010/07/24 06:48:51
looks cool
#6817 posted by necros on 2010/07/24 07:59:01
the city street shot looks really nice. i like the variations of roof heights as it makes it look like more than just a sky brush on top.
#6818 posted by rj on 2010/07/24 09:50:02
i like the variations of roof heights as it makes it look like more than just a sky brush on top.
i agree, however i cannot say the same about the rock-tops in shot 3.. they seem a bit uniform. otherwise very nice though
Madfox
#6819 posted by generic on 2010/07/24 14:57:56
Slowly but surely you are becoming an 'on grid' kind of guy ;)
Nice shots!
Av� Ceazar
#6820 posted by madfox on 2010/07/24 18:30:06
Thanks for you're answer!
@nintin - crunching my first terrainmap. It was a big chunk of Quakers outmeal, before I had the hom undom.
@necros - I would like to make them deeper in the horizon to enhance the feeling of depht.
But this map is so large I can't do anything more or I hit warnings.
32719 clipnodes.
@rj - strange, I added mdl-rocks to break up the uniform structure. Someone else complainted about the severence of uniform appearance.
@generic - I'm playing my wits to get it done!
Looks Great
#6821 posted by ijed on 2010/07/29 15:30:29
Are those hand rails .mdl? Personally I'd remove the blue dots and just leave them black all over - the blue dot looks stretched.
The rocky areas could do with some green stuff - especially in the last shot there's green in the skybox whilst the terrain the player will be exploring is uniform brown. .mdl trees, moss, plants or bushes? Doesn't need to be much, would just be a nice tonal offset.
Go Ahead
#6822 posted by madfox on 2010/08/01 02:10:54
and play it, see for yourself in the newspost.
My greatest concern was to get the texture of the endboss in the same value as the brushtes.
But as models are lighted different then plain brush texture I gave up. More from the point of vieuw that every engine has its own light specs. GlQuake suits more, Fitzquake less.
Telejanos blackens out, etc.
#6823 posted by necros on 2010/08/01 02:25:39
i would say you succeeded, actually. i didn't notice anything until the thing started moving. :)
Well
#6824 posted by madfox on 2010/08/01 02:39:32
when you know it is different. It gave me headaches to cover up the texture.
First I thought it would be just making a screenshot of the brushside, and take the same part on the model.
Then the shape of the texture wouldn't fit, the seize started to get smaller, and finally I ended up with a mirrored texture.
Strange that the colour of texture makes that difference on models or brushes.
Yeah
#6825 posted by ijed on 2010/08/03 15:39:12
I even have it downloaded, on a handful of different machines... look forward to fragging Granito again.
#6826 posted by Ron on 2010/08/04 17:42:09
It looked great in DirectQ, my favorite engine of late.
Titan Map
#6827 posted by mechtech on 2010/08/08 16:55:17
#6828 posted by roblot on 2010/08/08 20:50:17
Space colony with lots of spaceships and International SpaceStation (PlayStation) would make good senarios with that backdrop.
Looks Goos.
#6829 posted by nitin on 2010/08/09 00:53:10
The ship is the level?
Goos.
#6830 posted by Shambler on 2010/08/09 10:21:48
Textures!! The front ones don't match the side ones at all!!
It Looks Like Lego.
Me Likes...
#6832 posted by roblot on 2010/08/09 22:44:47
The front texture does match, just customize it so the flat gray beams line up at ships edges. Then wrap the ships side dark gray texture bit about 32 units onto the front (add it onto the customization for the front texture). For the roof, continue the side angle higher to area the grunt is in. Then level off.
For the landing pads, use 4 steel girders like in jets maybe (with angled support struts). If you make it move it could dock onto something and latch at side door. It's a good start for ideas and looks good.
I Think
#6833 posted by madfox on 2010/08/10 20:25:55
it's marvelous!
Titan More Screens
#6834 posted by mechtech on 2010/08/11 02:53:56
Cool
#6835 posted by RickyT33 on 2010/08/11 04:25:19
The third shot reminds me of the scene at the start of Aliens where Ripley dreams a chestburster coming out of her. Nice Work!!
#6836 posted by necros on 2010/08/11 04:46:22
that looks pretty cool. please tell me those cargo containers move?? pretty please? ^_^;
i really functional space station maps. one of my favourites was the first map in the second episode of duke 3d. i loved that the station was under attack by that one ship that was flying around. what great ambience.
Yes!
#6837 posted by rj on 2010/08/11 19:26:54
that it lovely looking stuff. how near completion is it?
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