
...
#63 posted by
starbuck on 2003/02/24 16:09:04
yes i agree with metlslime, tex1a.jpg does need a high pass filter, although a better idea would be not to make those shadows in the first place.
It's clear you've got plenty of Photoshop skills though, just needs tweaking in order to channel it into textures :)
in my opinion (i.e. not worth a lot) i would say that highlighting is a little overdone, and theres a bit too much contrast, but the "diffuse" ;) part of each texture is very nice.

Thanks
#64 posted by
. on 2003/02/24 17:07:59
i love the honesty here ;) we'll see how much better i do on my asylum textures. i wasn't planning on using the first textures anyway, i wasn't happy with them.

Sometimes
#65 posted by
pushplay on 2003/02/24 19:17:07
It's easy to say that you don't like a texture but hard to say exactly why like theee people have.

WOW
#66 posted by
Vodka on 2003/02/24 22:27:47
I havent got even a tenth of comments phait get on the textures ;/
(gonna release a set soon btw /pimp)

Some More.. And A Question
#67 posted by
. on 2003/02/24 22:32:38
http://pherrous.phaitaccompli.com/tex/a/
got floor, ceiling, padded room *grin* doors etc to do..
these aren't made seamless yet but will be, thought i'd give you all a glimpse so far
the high pass filter.. how exactly should i use this (i know where it is/what to do, but *how*..)? can anyone elaborate on why i should use it? thanks

Kinda Fixed It, But..
#69 posted by
. on 2003/02/25 04:55:34
ok i got the fullbrights gone mostly but in the blood spatter theres some red pixels that are brighter than what they should be.. i'm using wally btw and fixed the yellow random fullbright pixels by darkening the image.. what should i do about the too-bright reds?

Nevermind!
#70 posted by
. on 2003/02/25 18:34:20
THANK GOD FOR TEX MEX! *SMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOCH*

IRC West.gamesnet.net #terrafusion
#71 posted by
Vodka on 2003/02/25 22:24:04
thats a place to go when you want to chat Phait

Hahaha
#74 posted by
Wazat on 2003/02/27 17:23:51
Your words have much meaning

Is That A Quote, Metl?
#75 posted by
necros on 2003/02/27 21:21:46
interesting... um... concept. ;)
#76 posted by
Vodka on 2003/02/27 21:54:32
this rivals Malevich` "black square"

Yes, It Is A Quote.
#77 posted by
metlslime on 2003/02/28 01:37:19
I'd hoped the quotation marks would be enough, but i guess i should have provided a source.

Use
#79 posted by
daftpunk on 2003/02/28 09:18:21
photoshop elements. i HOPE it has all you want but i cant be sure . check the spec.
about 90 quid. maybe less in dollars

Mind You, Metl
#80 posted by
Kell on 2003/02/28 15:07:49
You could have taken away the viewmodel, the inventory bar and the status bar :/

Kell:
#82 posted by
metlslime on 2003/02/28 16:41:41
yes, but those have nothing to do with level design.

...
#83 posted by
starbuck on 2003/02/28 16:54:56
but they are things to be taken away

...
#84 posted by
distrans on 2003/02/28 19:55:31
Apart from encountering the "Gremlin" I'm not sure that I've ever had anything taken away whilst playing an FPS.
Surely this idea must've been used more than once.

Final Pimp Of My Textures
#85 posted by
Vodka on 2003/02/28 23:59:40
www.planetquake.com/speedy/

Coagula...
#86 posted by
. on 2003/03/01 02:03:28
here's some screens of my map..
http://pherrous.phaitaccompli.com/s/
I'm happy for the most part with it but in terms of what the hell I'm trying to accomplish, I have no idea.. there are ramps on the outside that lead to the other 'rooms' on the 2nd level..

Oh And..
#87 posted by
. on 2003/03/01 02:06:49
i know the spotlights look shitty in a few screens but i didnt extra light the map cause i wanted to get a few of these screens up quick.. so dont worry ;)