News | Forum | People | FAQ | Links | Search | Register | Log in
Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
Xen 
That never stopped Romero. 
 
Age of consent didn't stop him either, doesn't make it right. 
... 
You're just bitter because he said he loved you only so he could get in your pants. 
Mainly Textfitter All The Time 
Sorry, but that wall texture is in a corner
shape, so it does align right.
I wondered about the light thing, because playing it in Argh range 0.5 made the weapons look brighter, but dimmed the textures.
I believe original Quake1 is much darker.

But thanks for your attention.
For days no sign on this board, and than get
haunted by those splendid Q3 shots, it is more than a Q1 dude can bear. 
Bleh 
Madfox, I mean like this:

http://xen.quakepit.com/MF1a.jpg

...as opposed to this:

http://xen.quakepit.com/MF1b.jpg

..which most of your shots seem like. 
Looking Good Xen! 
The second shot is showing tons fo inprovements, you may yet make a good map! 
Oh... 
...you eeediote Scampie 
Scampie 
You may yet produce a simple one-line post without two blatant typos in it! 
Btw 
The map is coming on top notch; you think the last shot showed improvements, check this!

http://xen.quakepit.com/MF1c.jpg

:D 
Don't Butvise 
thanx xen, now I know what goal you aimed.

But as I just mapped on for the joy, I now overcome to problems like that.
As soon as I change one brush, all the others start misaleigning on me.

And then there is that odd attitude of brushes with three or sometimes four different texture aleignment within one brush! 
Xen 
I'll beta it, xen! 
Ice Hockey In Quake 
Lol 
Reminds me of Q2 basketball, that was kinda fun. 
Odd Texture Shape 
I see Quark produce polyhedrons with three different texture shapes. First I thought it was due by copying, but replace them with another one leaves me with this odd effect. 
It's Purdy 
That's Some Great Grass 
 
Latest Scores 
Grass 1 - FPS 0 
Digitalis 
the grass at home is always greener

http://members.lycos.nl/portable/newpage1.html 
Post # 698 
Something about that scene makes me want to put a flamethrower to it. 
Ah, I Know What It Is 
my freakin allergies are spazzing out just looking at it. 
Post #698 
is that the latest installment of Asaki's grass game? 
Rofl 
/me hugs fr3n 
MadFox... 
...please consider using mouldings to frame the door/window apertures, texture alignment mismatches are really only acceptable in speedmaps these days. In the last shot, is one face of that waterfall travelling up and the other down? Otherwise, love the scale but more detail please. 
The Lycos-site Be Thanked 
Its a map I scaled up, therefore the loss of detail becomes noticeable. And due to that fact I had to enhance the lights, made the total to :612 entities read, 200 are lights.
There are 1137 polyhedrons, and the bsp becomes
2.324kb
So I could make more detail, but I play it more for the gameplay.

And then there is that strange effect I asked before with brushes giving three different texture lines. Hardly to put one right without disordering the other... 
OK... 
So I could make more detail, but I play it more for the gameplay.

I try for a balance between detailed looks and good gameplay, but it's your call...

And then there is that strange effect I asked before with brushes giving three different texture lines.

OK, now I understand what you mean. Sometimes textures line up "naturally", especially when one is using blocks on a grid size that's comparable to the texture size. The only tweaking one need do is reversing two of the vertical faces so that the texture "faces" the same way all around the brush. However, if one starts to angle brush surfaces off the 90 degree either vertically or horizontally then one may need to:

a) move,
b) reverse,
c) rotate,
d) all of the above

textures on particular faces to get things to line up. I find this relatively easy to do in Worldcraft by selecting the offending face, hitting "shift+A" and using the various options found therein.

One other option (which would work in cases like picture 5) is to use door and window surrounds made with plain textures whereby the misalignments "disappear" because of the lack off highly distinguishable texture features (joins etc.). Another option (that would work in say picture ten) is to "cap" low walls with a plain textured brushwork. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.