 Jawohl
#733 posted by Vondur on 2004/03/17 03:29:19
this is better.
the map looks rather oldkool with its simplicity. i think it'd be ok map for the first try.
good luck lambert!
#734 posted by gibbie on 2004/03/17 04:01:44
still cant really see anything
 Vondur & Gibbie
#735 posted by JPL on 2004/03/17 04:33:22
Thanks for your feedback... and for encouraging me as well !!
Sorry for for the current darkness of the map, but I think it comes from your screen settings... (try increasing brightness)....
ASAP the full BSP on-line....
Bye...
 Textures
#736 posted by LTH on 2004/03/17 08:14:35
There are several textures on the bottom-right shot that are not aligned. The checkerboard floors are especially noticeable where they meet the pillars on the left - maybe put some trim on the floor to eliminate the fractional checkerboard tiles?
And I think you could do with more light sources in the two screenshots on the right - there seems to be a large fulldark area in the middle of the room.
Also, don't fear putting big screenshots up - most people would be fine with 800x600, I'm sure.
 LTH
#737 posted by JPL on 2004/03/17 09:21:54
Yes I've noticed that too, I'm currently working on texture alignements.... these screenshots are only preview, and I hope to correct a max of thing before releasing this map...
Thanks for your feedback...
Bye..
 I Feel So Sad.
#738 posted by - on 2004/03/17 13:16:03
So sad whenever JPLambert posts and ends with 'bye'. It always seems like it's his last post ever and he will never come back again :(
Bye.
 Yeah
#739 posted by Vondur on 2004/03/17 13:20:46
i have the same feeling
this 'bye' sounds so...uhm..fatal
but from the other side this is demonstration of proper and long forgotten etiquette ;)
 #738
#740 posted by xen on 2004/03/17 18:21:12
Hooray! Wait... dammit.
 Why Don't You Just Shoot Screens
#741 posted by madfox on 2004/03/17 23:46:10
..and tell eachother....
sorry, forgot to say hello.
 Hello...
#742 posted by madfox on 2004/03/18 00:03:43
I made the gamma 1.80 for better vieuw
but it won't solve the texture mess.
http://members.lycos.nl/portable/newpage2.html
 Vondur & Scampie
#743 posted by JPL on 2004/03/18 02:28:00
Hey men !!! I'm not dead !!! It was just time for me to come back home after a hard day of work... And last evening I had a lot of mapping stuff waiting for me at home... Furthermore, we are both located in different part of the world .... Just note that my last post was done at 18:20 for me (my local hour), and it is noted at 09:21 (forum hour..)... There is "only" 9 hours of difference... Anyway...
I started yesterday to check texture alignement, and yes I found some scrappy one to correct... (Thanks LTH !!! )... I also start to build the final fight room...
I think the next step for me is to finish this map, and allowing on-line download on my web site... with brand new clear screenshots this time.....
Bye.... he he he ....
 Rocks
#744 posted by Fern on 2004/03/22 04:14:05
#745 posted by gibbie on 2004/03/22 04:57:07
looks ok, but the ceiling is a bit flat. you could try making some sort of dome-ish structure on top of it with the same trisoup method?
 The Ceiling....
#746 posted by Fern on 2004/03/22 05:00:16
actually is made of triangles but I didn't do much with them because WC is gay. I'll make it a little more warped though :)
 Fern
#747 posted by DaZ on 2004/03/22 07:57:49
I think the whole rocky appearance would look loads better if you used a better rock texture, I recommend looking at the Rune.wad texture set (from rune the game) it has some awesome rock textures in it, check the wad thread here im sure it'll be in there somewhere.
 I Shot My Model
#748 posted by madfox on 2004/03/24 12:38:59
I wondered if my Lycos site connects, because I didn't get much respond on the load of screenshots I uploaded in post#742 & #728
What would you think of Q1-models like...
http://members.lycos.nl/portable/newpage3.html
 I Would Say...
#749 posted by necros on 2004/03/24 21:24:23
no. the dinosaur skin looks like shit and the orb is not much better off.
if the skins were better, ie: the dinosaur's skin wasn't all mangled in every direction, and orb's colors were so banded (try changing the colors to more suit quake's palette) then maybe. i'd also have to see the animations of the dinosaur for me to decide on it.
did you make those?
 Well
personally i think ORB is pretty cool Madfox, i like it.
Dinosaur not so good, needs to look more realistic i think.
Quite hard to do in Quake.
There was a mod called "raptor" for Quake 1 which had quite good dinosaur models in it, if i remember correctly.
 The Raptors...
#751 posted by Fern on 2004/03/24 22:43:29
Are available in Jesse's RDE episode, if nowhere else. :)
http://www.planetquake.com/rde
 That Great Qmle
#752 posted by madfox on 2004/03/24 23:31:43
Skin-texing isn't my best part. Although I am glad endly to have the Qmle Editor!
Thanks for that one!
I tried to archive the right polycounts to make the model go. Than got caught because I edited the model backwards, and had to start all over again.
Now I am trying to get the skin tex done, but the colours need to be chosen so dimly, I am afraid to get red eyes. It is something with the gamma. Qmle does a fine thing, but it takes patience.
I knew the command would come from this part.
Of course I could lend a model, but that was not my initial goal. I wanted to learn the modelling thing, for it strikes me to see that creatures go...
Thanks for the advice.
 OMG...
#753 posted by distrans on 2004/03/25 00:43:14
...you backed the model over Than?
Seriously, I think the Orb model is fun, but with some fine animation and some Quakey skin work it might become rather menacing... this is a good thing.
The dinosaur would blow chunks in Quake.
 Studio Tan
#754 posted by madfox on 2004/03/25 14:07:19
The Orb goes for The Enforcer
The Dino takes part of The Dog
Can't shoot the dog, sorry. No problem if it is a irrational sprite, same for the grunt.
Made a Skeleton for it, but then there is that compatible error...
Made the models from scratch, but the bouncing box for the Dino got too big, sized like the Shambler(!). And then the health of it makes it a too easy thing (30).
 Beta - Black Belvedere
#755 posted by Kell on 2004/03/25 14:52:28
 .
#756 posted by necros on 2004/03/25 18:00:20
Or just tell me how nice it looks.
really nice :D it reminds me of one of the maps in Uru, actually. but that's going only from the screen shots -- i haven't played it because i don't have q3 installed atm.
although, i'd do without the symbols in the standard font... if you could find another font with more unique symbols, it would look a lot better.
#757 posted by - on 2004/03/25 19:16:21
like the dynamic shadows, cool touch. I hate terrain maps, find them far too open to really enjoy in Quake3, so it won't be helpful to hear my opinions on it's gameplay, but I find it a bit straight forward, not really much for alternate routes. biggest thing that bothers me, but may be fine with players, is that all the trees are nonsolid... shouldn't they at LEAST block shots?
anyway, looks good, it'll most likely be well received by those into terrain maps.
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