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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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Hmm
#974 posted by Vondur on 2004/04/30 14:34:18
looks fresh
is it dm or sp or what?
looks like q2 map
what's it?
more info pls :)
Druggy Trigger?
#975 posted by czg on 2004/04/30 14:34:48
Like the fluffy things in Yoshi's island?
http://www.ntsc-uk.com/reviews/gba/YoshisIsland/08.jpg
(Doesn't show up too well in that screenshot, but the entire screen starts twisting and being weird when you touch those white fluffy things, and Yoshi begins to stumble and the controls go sluggy.)
More Info...
#976 posted by Panzer on 2004/04/30 14:37:26
It's a Q2 DM map using Sock's egyptian themed textures. Maric at Backshooters has also created an Awaken II version of the map with a tweaked item placement and loadout specifically for that mod. If you're interested in trying it out, you can DL it from the Backshooters map repository or from here:
http://www.quakequad.com/maps/panzer5.zip
Well
#977 posted by Vondur on 2004/04/30 15:52:12
rather nice duel map!
maybe a bit too symmetrical, but still, it's cute :)
CZG
#978 posted by HeadThump on 2004/04/30 16:57:54
That makes me happy just looking at it
#979 posted by - on 2004/04/30 17:40:08
Panzer: looks great, except the blue volumetric lighting things look out of place without blue lighting coming from them. I'd suggust using just a slight blue light there, don't go overboard with it so it's overbearing, but just a nice light blue to make it look right.
Let There Be...blue Light?
#980 posted by Panzer on 2004/04/30 17:57:42
I actually tried the blue lighting in an early version of this map (this one is final now) but it never looked quite right to me. It might have just been my opinion but the white lights seem to keep the textures from looking murky. BTW Vondur...good call on the 1v1. This map started out as a 1v1 level for Snake from the Backshooters community =) Thanks for all the comments. They will certainly come in handy in my next map.
Panzer
#981 posted by DaZ on 2004/04/30 18:06:05
Is this the same map that was at The Pipeline since ages ago? I recalling seeing a map looking very similar to this, dunno if it was the same one.
Is looking pretty nice, and yeah scampie has a point about the blue lighting, might be nice to throw a bit of that around, give some contrast to the orangey feel of the map.
Keep it up! :D
As A Matter Of Fact...
#982 posted by Panzer on 2004/04/30 18:22:24
This is the same map with a little more scenery thrown in. I thought since it was originally designed with 1v1 play in mind, it could handle a little more detail to make the hunt a little more bearable when you keep missing each other.
Trigger_drunk
#983 posted by metlslime on 2004/04/30 18:56:46
Just set v_idlescale to 20. That's drunk enough for me.
Cliff Test Please Comment
#984 posted by [Jimbo] on 2004/04/30 21:13:50
http://jimbosqw.cjb.net/jmap/cliff.php
I'm fiddling with a map that has this cliff,
please comment.
I am planning to "round out" the top part of
the cliff.
My Suggestions
#985 posted by necros on 2004/04/30 23:43:20
for rockfaces that need to be very vertical, use lots of little lights (about 120-180, no special attenuation settings) and just slather them all over the rockface at random intervals and heights. this way, you get a more interested rock, instead of flat lighting.
also, i suggest you upscale the textures to 1.5x1.5 or even 2x2.
cheers!
Hehehe
#986 posted by necros on 2004/05/01 14:05:33
Necros
#987 posted by HeadThump on 2004/05/01 16:29:01
I'm re vis-ing Ne_lend. It is at 53% guess I was little optimistic that it would be complete in 8 hours. Did you get the first impressions e-mail I wrote when I completed playing it the first time around? Or is that one lost to the Gods of the Internet.
Dont blame you about taking a break. I test played a bunch of levels last night and got a pinched nerve in my shoulder out of it. It's all shot games and watching boxing tonight if there is a half decent fight on.
#988 posted by necros on 2004/05/01 16:41:55
i did indeed get your email. thanks for the preliminary info. :)
when i tried a fullvis for lend, it took about 5 or 6 days...
besides, i was meaning to do the painkiller stake gun for a while now, and since i had some free time... heck, i even got Pain in there, and working on Killer. :D
Stake Gun
#989 posted by Preach on 2004/05/01 19:12:03
Necros, fancy a proper model for that thing? Weapons are much easier than monsters, frankly.
Heh, Well...
#990 posted by necros on 2004/05/02 00:06:44
i ripped the stakegun sounds right out of painkiller and synced the rotation of the sng to the noise and removed the muzzle flash from the other barrels except the one. and those stakes are the center part of the quad damage. :D
i've been trying to come up with something along the lines of the one from PK:
http://www.planetquake.com/necros/temp/stakegun.jpg
i can do the modelling fine, and import it into qme, but i have no idea how to make the cool skins, even though i've read about doing it.
Preach, if i were to give you a finished model, could you make up the skin coordinates? i'd give you credit and all that, although, since we're talking on a public board, almost everyone who does use/play it will know about it. :P
Heh
#991 posted by necros on 2004/05/02 02:47:28
well, how's this look? tried to keep the quake mood, so it's a strange looking gun and asymetrical. i only realised later that it's more of a left handed gun than right handed, but that's easy to change.
http://www.planetquake.com/necros/temp/sgun.jpg
http://www.planetquake.com/necros/temp/sgun2.jpg
http://www.planetquake.com/necros/temp/sgun3.jpg
Btw
#992 posted by necros on 2004/05/02 02:49:12
i left the 'stake' (more of just a placeholder at the moment) in the first shot to give an idea of where it goes. it won't be textured like that in game, probably will be metal or wood (duh :P)
Skinning
#993 posted by Preach on 2004/05/02 05:11:11
Yeah, I can do that, just send me or give me a link to the model, but make sure you have everything that you need in the final model all finished before you send it. Once it's skinned, it's a real pain trying to add new parts to it.
Necros
#994 posted by . on 2004/05/02 05:27:07
You'll probably end up going w/ his skin but can I have all I need to skin it as well, I wanna give it a try.
Ok
#995 posted by necros on 2004/05/02 12:18:50
but that's later. ;)
is there a site that explains how to properly import a model into qme and how to animate it from outside of qme? (so importing the frames too) for some reason, the stake doesn't appear in qme...
Importing Animation Frames
#996 posted by Preach on 2004/05/02 13:52:02
Usually I just import each frame as a 3ds or dxf file. If you're using QME 3.1, then you can select multiple files and import them all. Presumably the program that you're using to animate them can export single frames of animation, try a different format if that doesn't work. I don't know too much about the process though, as I usually animate using QME anyway.
One more thing...If you're gonna export the frames from another program, save the files you create. When I skin the model, you have to import the frames again, you can't add the skin to an animated model(although if you have an animated .mdl, you can export all the frames and then just import them to the skinned version)
Tinkertoys
#997 posted by madfox on 2004/05/02 14:44:50
The old Quark4.07 has a way to copy files to eachother as you start the model-editor twice.
So you can select and deselect them mutual, as long as you rename them.
http://members.home.nl/gimli/end.jpg
Finding the garavity 800 key can't resist me to make another level...thanx necros.
Preach,
#998 posted by necros on 2004/05/03 19:31:58
if i give you a .md2 with all the frames in there already, will that be ok to do the skinning?
i coulnd't figure out to export specific frames into individual files, so i opted to get this thing called QTip which is a plugin for 3dsmax and export to md2 automatically...
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