
Drew
#9322 posted by
than on 2013/04/27 13:34:47
the shots are not brightened actually. I'm using quite a lot of ambient light (not worldspawn minlight) in order to simulate bounced light.
Anyway, I will work on the gameplay now and tweak textures and lighting once it is fun.
Also, I did try the red brick texture Necros suggested, but it didn't look good. Maybe on the main walls rather than the inset lit sections would look decent? I could give that a shot I guess.

More Playing With Models
#9323 posted by
mechtech on 2013/04/28 18:56:17
Helicopter from the Duke3d Hirez pack.
Used Noesis, Gmax and QME. Quoth mod.
Gmax to apply skin ---> Noesis to scale skin, remove fullbrights and convert to
.mdl---> QME to scale model.
Hirez skin using Fitz V. Used the original skin in the hirez pack just converted .png to .tga and it worked!
http://www.quaketastic.com/upload/files/screen_shots/chhirez.jpg
Standard 480x480 skin Fitz .85
http://www.quaketastic.com/upload/files/screen_shots/chstdrez.jpg
and not working on finishing a map

Skin Sizes
#9324 posted by
Preach on 2013/04/28 19:36:30
Remember that it's best to create skins which are power-of-2 sizes, and 480 is not a power of 2. You'd be better off making it 512x512 or 256x256.

I Agree
#9325 posted by
mechtech on 2013/04/28 22:00:32
480x480 is the limit for Fitz if i remember correctly.

Not Limits
#9326 posted by
Preach on 2013/04/28 22:16:14
I don't know if that's the case, but if when you have a skin which isn't a power of 2, then it gets stretched in older engines, and wastes texture memory in fitzquake. So 480x480 shouldn't ever be used.
#9327 posted by
necros on 2013/04/29 03:07:14
hmmm i think that limit is only for the vertical size. i have had skin widths of 2048. (when i was merging models together in qme)

Vertical
#9328 posted by
mechtech on 2013/04/29 04:36:29
480 is the max(tested). Too bad it's not 512

Than
#9329 posted by
Drew on 2013/04/29 06:03:52
My opinion is probably subordinate to Necros' but I don't like the idea of the red bricks making an appearance- the blue and yellow bricks, with the brown copperworks, seems to provide enough colour and variation I think. I guess I would agree that breaking up some of the simpler, plain brick walls might be an improvement, but generally I think the relatively simple (as opposed to simplistic) style works well in the shots.

I Agree
with Drew here... red brick would be really out of place in a DM6 remix, I attribute terracotta to the Gloom Keep style.

What About This
#9331 posted by
mfx on 2013/04/30 03:36:54
1 2
its that E3M1rmx i�ve been working on for like ages now.
Slapmap�s fake GI is the bollocks atm.
#9332 posted by
starbuck on 2013/04/30 09:36:55
i like the fog/sky combo. Feels like dawn.

I Guess It's The Global Illumination Too?
#9333 posted by
starbuck on 2013/04/30 09:37:35

Fog Sky Combo Is Great.
#9336 posted by
Shambler on 2013/04/30 11:01:26
Build quality looks good too.
NEEDS MOAR CRATES.

E3M6 2013
Lovely looking, though I think Runic maps shouldn't have arches.

OTP
is definitely incorrect. I'm going to make a runic map made entirely out of arches and round things just to anger him.

Shambler
I can see it now. Round runic style maps. With round runic barrels.
OTP_RR.bsp

Re: Gothic Pointed Arches / Romanesque Rounded Arches
#9342 posted by Tronyn on 2013/05/03 15:22:11
if there's no pointed arches, then nothing makes the e3/metal style gothic and then it's just.... geometric.
I always found id's metal theme the least explicable (I don't know where they got the idea to make the texture set or apply it the way they did), but the gothic element seemed to make some (scary) sense of it, if any was to be made (the start of Satan's Dark Delight is so awesome).
nothing makes the e3/metal style gothic and then it's just.... geometric.
That would make a lot of sense, given the following:
http://www.quaketastic.com/upload/files/single_player/allthoserunicarcheslookatthem.jpg

Heh
#9344 posted by Tronyn on 2013/05/03 16:23:41
I never outlawed octagons or 90 degree angles, as gothic, I just meant the difference between pointed arches and rounded ones has an aesthetic and atmospheric affect.

Height And Arches
#9345 posted by
ijed on 2013/05/03 17:21:21
Aren't mutually exclusive.
The metal theme, for me at least, is about vertical height.
Taking with Lunaran the other day and he mentioned a piece on how the entire Ep3 realm is some sort of giant prison for elder creatures.

Whats The Point Here!?!
#9346 posted by
mfx on 2013/05/04 02:38:40
Texture theme indicates brushwork? thats poor..
Sock: Looks great, go on!