#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.
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?
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
#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.
Tester
#8657 posted by
RaverX on 2012/08/13 08:31:47
RickyT23 - if you need tester for a Q1 map send me an email with the map and the instructions
Cheers!
#8658 posted by
RickyT33 on 2012/08/13 11:26:46
I went on #TF last night and got 'hutty' to test it, so I'll fix some stuff and send you a copy later on today :)
I'll Take A Look Too If You Want
#8659 posted by
Drew on 2012/08/13 20:52:39
For Negke
#8661 posted by
Spirit on 2012/08/24 23:47:44
Hahah
#8662 posted by
DaZ on 2012/08/24 23:51:00
Is that Quake guy pooping fish onto that enforcer?
Can't un-see
Classic Pixels
#8663 posted by
sock on 2012/08/26 06:06:22
A test map called Stealth Gate
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