So I've Been Playing Oblivion...
#7098 posted by necros on 2010/12/10 21:18:50
can you tell?
kind of an interesting inversion actually. mostly monochrome textures with lights providing colour. but then again, that's what the ayleid ruins are anyway. just white stone textures and blue lights. :S
That Looks
#7099 posted by RickyT33 on 2010/12/10 21:28:18
Fucking awesome. Like the round light fitting. Love the angled brushwork. The colour works so f#cking good :)
#7100 posted by Zwiffle on 2010/12/10 21:34:43
I was really inspired by that first camp in Dragon Age where you first become a Grey Hunter - I really wanted to make a map based off those ruins. Totally sick, necros.
Oh Yeah
#7101 posted by necros on 2010/12/10 21:39:32
that was a fucking awesome map. dragon age had some seriously great locales.
also, even with the dated WoW engine, the Maker's Terrace area from WotLK looked amazing. http://www.wowscreenshot.com/image/Terrace-of-the-Makers.jpg
Awesomeness++
#7102 posted by negke on 2010/12/10 21:47:06
Holy Shit.
You're going to end up reskinning all the Quake monsters from brown into something more fitting for that.
Keep At It Necros!
#7104 posted by quakis on 2010/12/10 22:46:00
It really does look neat, I love the colour scheme. Pretty refreshing for Quake.
Necros
#7105 posted by nitin on 2010/12/11 00:27:50
very neatly done. Looks great IMHO.
Necros
#7106 posted by Tronyn on 2010/12/11 02:20:01
looks cool, and really ghostly - it must be that tone of green but I'm getting a creepy, Colony-like ("you're the only living being here") feeling already. Did you make those textures?
btw I feel pretty guilty about not releasing something this year (PM and I were both distracted by various things), but I at least promise to put up some shots soon.
Ziffon
#7107 posted by jt_ on 2010/12/11 05:59:29
what texture is that for the wall? Is it custom or part of a set?
Speaking Of Wow
#7108 posted by jt_ on 2010/12/11 06:02:01
#7109 posted by necros on 2010/12/11 07:56:27
those are a mixture of chicoruins and rune textures.
the ceiling lights and floating crystals are hexen2 models (the crystals are the mana items retextured and the ceiling light has been recoloured blue).
Shots.
#7110 posted by Shambler on 2010/12/11 10:08:18
Necros: awesome.
Ziffon: I agree with sleepy, looks a solid design but boring texture usage.
Jt_
#7111 posted by ziffon on 2010/12/11 17:29:40
the wall texture is from q2 and then I've added some stains / discolorations to break it up.
#7112 posted by Drew on 2010/12/11 21:42:17
Ziffron - totally agree about the lighting, would really liven things up to use hints of colour and more spotlight action. Also maybe some simple non-invasive details, like some small openings revealing pipes or wiring in the walls etc. overall though I think it looks good, nice and clean and easy to move through -not that I've played it.
Necros - please please please keep working on this, looks as great as every other person says!
Tronyn - you're crazy if you feel unproductive. I mean, I know it's all relative or whatever, but I think you can take it easy for alittle while considering the GIGANTIC mass of stuff you've contributed over the years. You definitely should feel bad about not putting up screenshots though. Asshole.
Lol
Yeah, asshole!
Sw Quake
#7114 posted by qbism on 2010/12/12 01:49:06
Ziffon, judging by the screens you prefer software quake. The textures look good in that mode.
The sooty smudges under the ducts are a great touch. A similar thought might work with some fake lighting highlights.
Could fake-in a red aura on the texture around the red lights, and a corresponding red glow on the floor texture directly below the lights.
Consider a recessed rim and sky texture over the center of the atrium.
Tele
#7115 posted by ziffon on 2010/12/12 12:38:43
btw one more question.. Right now when you shoot a rocket into the teleporters they explode. I would like the to just pass though and not explode. My memory told me I should put a sky texture behind the teleporter instead of a solid wall. However, it didn't seem to do the trick. What am I missing here?
#7116 posted by Spirit on 2010/12/12 13:00:43
That depends on your qbsp. aguirRe's tools make sky nonsolid by default (-solid overrides), so try those.
#7117 posted by rj on 2010/12/12 13:09:41
someone should make a mod where rockets & grenades get teleported. that would be fun :)
You Know What Mod Did This
#7118 posted by anonymous user on 2010/12/12 13:26:13
My Point Being
#7119 posted by anonymous user on 2010/12/12 13:26:51
after the fall is shit so this is a shit idea
#7120 posted by Spirit on 2010/12/12 13:27:50
czg linked to quaddicted i think he likes me or at least something i created czg i like you too
Screenshots Info
#7121 posted by delor3 on 2010/12/12 16:07:07
Hi I'd like to know if I can post screens of other games projects mostly HalfLife 1..
..or is this a Quake only thread ?
This Tutorial Makes Rockets Go Through Teleport
#7122 posted by meTch on 2010/12/12 16:38:29
But from what I remember you'll have to add the monsters to the teleportable list because it breaks them of their ability to teleport.
//unless i did it wrong, it was a while ago
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