Thanks
#8632 posted by madfox on 2012/08/03 05:12:20
Just another test4 for 20h and reached a magnificent Hom in the area.
Hartbreaker bumps me 30maps back.
Texturing could be better, I know.
Hard when faiths leaps me back to earlier states doing them over again.
Feeling like an Ogre without chainsaw juice.
Feeling like an Ogre without chainsaw juice.
I'm sure we've all been there
Tronyn
#8634 posted by Drew on 2012/08/06 06:21:07
you feeling like that?
vis still keeping that dreary brown piece of shit from us?
Ogre
#8635 posted by megaman on 2012/08/06 09:32:52
I really hope that thing's swimming!
Pixel Palace
#8636 posted by sock on 2012/08/06 09:54:39
#8637 posted by [Kona] on 2012/08/06 10:24:58
Cool Sock, like the stripeyness. I'd change to a darker sky though, it's making the buildings go silhouette-ish with it that light.
#8638 posted by Text_Fish on 2012/08/06 10:38:25
I like the white clouds. Makes the whole place seem very cold. Can't wait to be there! I just love the contrast and the big pixels.
My only criticism would be that I don't like the way the mace knight isn't looking straight forward. I realize this is probably to make him seem a little more dynamic, but I find something quite menacing in the way the vanilla death-knight always stares forward, almost as if he might as well be an empty suit of armor or some sort of single-minded automaton. But that's just me being picky really.
#8639 posted by quakis on 2012/08/06 12:38:42
I also like the white clouds and the general contrast going on here.
#8640 posted by Spirit on 2012/08/06 12:47:11
The lighting seems weird and blotchy to me. Actually, it seems like the white texture has a dark part on it that seems like lighting. It is visible over the arches for example.
Otherwise wow.
Love It
#8641 posted by nitin on 2012/08/06 12:55:36
Agree With Kona
#8642 posted by Drew on 2012/08/06 14:52:21
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing.
Agree With Kona
#8643 posted by Drew on 2012/08/06 14:52:21
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing.
#8644 posted by necros on 2012/08/06 19:32:00
I don't like the way the mace knight isn't looking straight forward
It's a random idle sequence.
Also, agree with Kona, not a fan of that sky. :P
Maybe A Blood Red Sky?
#8645 posted by mwh on 2012/08/06 20:41:26
All else looks great, as others said.
Too White
#8646 posted by sock on 2012/08/06 21:18:02
Thanks everyone for the comments.
I can see the sky is going to be a love or hate thing. I designed it to work with the fog which has been removed from this screenshot. (I know not really a good idea!) It is not too bad in game just not the default dark cloud version. It offers a nice contrast to the very dark/bright stone work for the palace.
All monsters swing left and right and some have extra idle animations (necros awesome work). The blue flail knight is checking out what is behind him, normally they look straight ahead.
The lighting is a real problem for these textures, white light combined with strong white textures is certainly difficult to get looking right. I will have to experiment more and see if I can find a better setup. I can see why most quake textures are not white or black, having colour in textures distracts the player from the lighting.
#8647 posted by necros on 2012/08/06 21:26:08
I like working with near-white textures. They are very sensitive to the lightmap. Maybe try it out with the fake GI light util I posted in the coding thread?
Long Time No See
#8648 posted by rudl on 2012/08/07 14:03:21
What Game Is That?
#8649 posted by DaZ on 2012/08/07 19:37:46
If you say "Quake" I'm going to throttle you until you die :D
It's Xonotic.
#8650 posted by jt_ on 2012/08/08 14:07:58
#8651 posted by Spirit on 2012/08/10 10:41:34
#8652 posted by necros on 2012/08/10 19:41:30
Why do Q3 mapper caulk the exterior surfaces of brushes like that? Doesn't the q3bsp compiler remove outside faces?
#8653 posted by sock on 2012/08/10 19:47:16
It is not really necessary, it is just easier to start with caulk as the default surface. Also the clipper tool can be setup to caulk any new cut faces so you don't end up with stuff hidden on detail brushes.
Personally I find it easier to see quickly what stuff will be drawn in the editor, looking at a huge mess of coloured faces it is not always obvious. Plus you can filter caulk so it easy to work with small details.
#8654 posted by necros on 2012/08/10 20:22:04
Thanks, that's been a minor mystery to me for a while. :)
Although, I think I would replace the blinding neon pink texture if I was using it that much. :P
#8655 posted by - on 2012/08/11 03:52:04
it's neon pink so it's easy to notice in editor if there is a seam.
cityy's map looks fucking awesome.
Need Tester
#8656 posted by RickyT33 on 2012/08/13 02:39:29
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