 Well, F**k Me With A Boomstick...
...Those D3 shots are gorgeous! Some of them are kinda overtextured (in variety) though...
And, for the Quake part, in my book episodes rule over spawling maps.
But, if someone fells like coming up with an episode of sprawling maps, I won't back down.
#7636 posted by [Kona] on 2011/05/19 12:30:12
Another mod with ridiculously high goals and ambitions which is not even 1/3 of the way done after 2 years. Unless they're huge, 6 maps isn't much for an entire team, so even though they're only planning on 2 more (instead of another 18) I wouldn't hold high hopes of it ever being released. Looks pretty awesome though nonetheless.
 Agreed.
But the eye candy is here.
Speaking of mods scope, yesterday I replayed Zerstorer, and after some 12 years it's still one of the very best efforts made for Quake. It certainly was ambitious fot its time, but man, did they hit the spot!
Not trying to make a point pro ambitious mod plans, just rambling freely...
Monster count in mine is inflated partially by having a bunch of arena fights, where an area is quite small but involves 50 odd monsters (on hard anyway).
Also the centre of the map is very compact so hard to see all the rooms :E
 ..those Doom3 Shots
#7639 posted by del0r on 2011/05/28 16:46:29
..are whole fuck black !
I can see nothing in them.. Brightness.. an amazing invention :)
 I Can See Them Fine
#7640 posted by jt_ on 2011/05/28 18:43:05
Your monitor is just dark ;D
 Shambler, You Look Hungry.
#7641 posted by necros on 2011/05/28 20:54:47
 Looks Like A Rider Without A Horse.
#7642 posted by negke on 2011/05/28 22:12:58
Well, and strange arms that suggest proficiency at putting up laundry.
 Lol
#7643 posted by necros on 2011/05/28 22:54:41
yeah, i animated it to run on all fours, but it kind of looks stupid. when you skinny him up like that, you can see how weird it's skeleton would be like. i'd have to change the skeleton structure for it to not look retarded as a bipedal monster. oh well. :P
 Kinky Pipe
#7644 posted by madfox on 2011/05/29 05:40:53
That must been a very cold winter for Shambler to get out of shape.
It serves me the look of getting an incredible hunger.
http://members.home.nl/gimli/tarra05.jpg
http://members.home.nl/gimli/tarra06.jpg
http://members.home.nl/gimli/tarra00.jpg
When adding a skybox, the sky suddenly went plain blue. Not the box that I wanted, but when I turned it back in worldspan for the normal animated one, it was still there.
When I make another map with only a skybox it's just there. What could be wrong?
#7645 posted by Trinca on 2011/05/29 14:22:55
pipeworld.bsp madfox?
:)
look nice!
 Pipy Kink
#7646 posted by madfox on 2011/05/29 16:53:48
@Trinca - yes, so it looks.
Now I'm confronted with the theme layout. You can see the first two shots look metal, but the third makes me feel it is from another level.
Keeping the same texture isn't the same as the same theme.
Most of all.., where's my skybox?
#7647 posted by roblot on 2011/05/29 18:08:54
The map editor just needs to have the skybox .tga's in the default folder it's configs are pointed to. For the BSP editor, I need my skybox in the:
Settings/gfx/env
folder. Then, a key:
"sky" "name of skybox"
is entered for the worldspawn entity. The "name of skybox" does not include the "bk" "dn" "ft" "lf" "rt" "up" part of the name and not the .tga extension.
 Oh Yeh
#7648 posted by roblot on 2011/05/29 18:38:02
The 6 .tga's then need to be in either:
Id1/gfx/env folder
mod/gfx/env folder
pak/gfx/env directory
that's most important.
 Yes
#7649 posted by madfox on 2011/05/30 00:19:35
I know, and I had all these parameters used.
It always works, but not this time.
As I wrote, a new map with only an animated sky shows the skybox.
If I use it in the map with the screenshots you can see a plain blue box.
While I deleted the skybox to see the animated ones.
So I think something messed up with my worldspan, although these parms are the same as I always use.
#7650 posted by roblot on 2011/05/30 01:56:01
Yup, I just posted anyway, in case anybody didn't know skybox stuff.
 Madfox
#7651 posted by spy on 2011/05/30 18:14:39
just try to load the skybox manually in game via console
#7652 posted by gb on 2011/05/30 20:06:48
 There Be Dragons In Them Hills
#7653 posted by jt_ on 2011/05/30 20:34:04
It's a trap!
 Chia Dragons
#7654 posted by generic on 2011/05/30 22:31:43
:)
#7655 posted by gb on 2011/05/31 12:43:06
 Not Bad
#7656 posted by nitin on 2011/05/31 14:06:59
do you have shot with more grass viewed from a distance?
#7657 posted by gb on 2011/05/31 16:33:21
http://spawnhost.files.wordpress.com/2011/05/multigrass1.jpg
http://spawnhost.files.wordpress.com/2011/05/multigrass2.jpg
You can have a lot of grass, in principle. The placement in these screenies is bad, it's just copypasted for demonstration without regard for natural distribution or variation.
Also, the type of grass is wrong for a large grassy plain - you'd use a different type of grass patch for that.
Pretty much the same rules for vegetation placement apply as in Crysis (which has many different kinds of grass, other objects like rocks, and many options for placing and rendering vegetation).
So, Quake can do large terrain (and also detailed, if you use 64 or even 32 unit blocks in CTE), and vegetation. You don't even need Darkplaces for that (in fact, a fast renderer like in RMQ or DirectQ is more important).
What it can't do is proper texturing of the terrain - textures don't blend in Quake unlike in Sandbox. Megatexture could help.
 Hmmmm...
#7659 posted by distrans on 2011/06/01 08:55:49
I'm liking the lighting a lot.
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