Latest Scores
#699 posted by LTH on 2004/03/12 07:35:29
Grass 1 - FPS 0
Digitalis
#700 posted by madfox on 2004/03/12 23:08:57
Post # 698
#701 posted by HeadThump on 2004/03/13 01:34:08
Something about that scene makes me want to put a flamethrower to it.
Ah, I Know What It Is
#702 posted by Headthump on 2004/03/13 01:41:12
my freakin allergies are spazzing out just looking at it.
Post #698
#703 posted by Fern on 2004/03/13 06:13:26
is that the latest installment of Asaki's grass game?
Rofl
#704 posted by LTH on 2004/03/13 09:32:19
/me hugs fr3n
MadFox...
#705 posted by distrans on 2004/03/13 22:21:10
...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
#706 posted by madfox on 2004/03/13 22:50:45
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...
#707 posted by distrans on 2004/03/14 01:43:13
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.
..and The Quake Universe Gets Bigger And Bigger & ..
#708 posted by madfox on 2004/03/14 11:08:46
Thanks for your reply Distrans, it made things a little more clear.
In WorldCraft it may be possible to clip textures, but as I am just an antique, hanging on Quark4.07 (yes) I have to find something else. Maybe it is possible in the later version
to clip textures, but I am not familiar with it.
I'll send you the level with email (if you don't mind) You may get a better opinion what is all about.
...
#709 posted by necros on 2004/03/14 11:58:51
how do you clip a texture?
How Do You Text A Paperclip
#710 posted by madfox on 2004/03/14 18:45:36
you may punch this foreigner for his lack of understatement...or his dictionary
Screenies Now Available
#711 posted by HeadThump on 2004/03/14 22:14:42
Pics of my Quake SP level in development have just been put up on the pipeline,
http://pipeline.fov120.com/shots.php4
comments welcome ;)
Hmmm
#712 posted by pope on 2004/03/15 16:52:57
some nice brushwork there headthump, but the textures seem repeated too often. (and thats coming from me!)
definitely some solid looking brushes tho
Shot Looks Very Plain
#713 posted by nitin on 2004/03/15 18:35:14
though some better lighting could cover that.
Screenshot Previews
#714 posted by JPL on 2004/03/16 01:48:31
Hello,
I've just released my first map screenshot previews last evening. I'm working on this map from 1 month. If someone want to have a look.. I know I have to improve my web page: screenshot are very small (It's still missing an enlarge function), and I'm not sure they are not too dark for some PC screen.. Anyway
Thanks for your feedback...
http://lambert.jeanphilippe.free.fr/English/Quake/Quake_uk.htm
PS: Vondur typo error is fixed now ;-))
Bye
JPLampbert
#715 posted by VoreLord on 2004/03/16 02:10:33
Shame the screens can't be enlarged :( Some do look a bit dark, but I really don't mind dark if it is done well. /Me blushes, You shouldn't have mentioned me on your site,(especially in the company of the others, I am not worthy)I didn't do much to help, but thanks anyway. I am Lenny Lurker, by the way. If/when you need people to playtest your map, I would be only to happy to give it a run through
VoreLord
#716 posted by JPL on 2004/03/16 02:43:49
At home, screenshots seems good... But at my office, they are very dark. I try to correct this last evening, it seems to be unsucessfull... I will made some modifications this evening, using larger image with a higher brightness... Perhaps it will look less scrappy...
Anyway... If you want to be mentioned using your pseudo, (if you prefer) I can do it.. And if I remember correctly, you gave me some precious indications about TyrLite use... you mailed me the tool as well... so you have your place with the others... no problem...
I expect to finish the map this month... I have to finish the final "battle room", and I have to add monsters... and at the end of the job, I'll post something here to find some players to test the map... expecting a lot of feedback... expecting everybody enjoy the map...
Bye..
Cool
#717 posted by VoreLord on 2004/03/16 03:07:10
Looking forward to it.
The screenshot brightness/darkness, may be helped somewhat if the screens themselves were much larger?, well it would be easier to see anyway. I'll keep an eye on your site to see when you update the shots.
Thanks For The Comments
#718 posted by HeadThump on 2004/03/16 03:10:08
that extends to the ones on the pipeline as well. I was going for a Necropolis E1M3 look with the textures, but I think the bulk of the comments are correct, the map needs a greater variety.
Also, LTH, thanks, that was the kick in the butt I needed to motivate me to delete and reinstall Radiant. Using the surface inspector was causing the program to crash so I was ignoring the alignment problems for now. However, you caught most of the mistakes right off, so its a problem needing immediate attention ;)
VoreLord
#719 posted by JPL on 2004/03/16 03:15:26
This will be done this evening... Here it's 9h00 AM.. (I'm located in France).. So I have to work the day before modifying anything... :(( ... Anyway... Thanks for your feedback...
Bye...
JPL (is It Jpl.nasa.gov? ;)
#720 posted by Vondur on 2004/03/16 03:47:39
eh, a pity the screens are so small and dark i cannot see a thing! lambert, please make them bigger and brighter :)
good u fixed that nasty typo :)
Vondur
#721 posted by JPL on 2004/03/16 04:17:11
I know... I have to fix it this evening.... As I said previously, the screen settings seem to have some effects on the screenshot look... At home I don't have any problem... Anyway, this will be fixed near i the future...
Otherwize, do I need to understand that you need "Hubble Space Telescope" to clearly see my screenshot when you ask me about my name "jpl.nasa.gov" ??? Bad joke... ;-))
Haha
#722 posted by Vondur on 2004/03/16 05:19:56
no, just every time i look at your name i think about that nasa's site, that's it. no relation with the screens here :)
this is my every day site, so this is the reason of this association.
Vondur
#723 posted by JPL on 2004/03/16 05:32:31
Ok, but this "ugly" association can be done while you see my screenshot... sorry....
Anyway, I really have to improve all my web stuff.. I have a really good screen at home (HP flat screen 17'), so sure that bigger screenshots, with more brightness will be better on both screens..
Bye...
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