Loving Those Textures Lunaran
I Like Everything About It
Ionous and I were just talking about this the other day.
(But: With a floor this wide and open it's maybe worth considering a new variant of the texture with less contrast and repetition, maybe the honey ones?)
very nice btw
It looks great...BUT...break up that god damn floor and use a different texture entirely
63 people on Facebook in 12 hours think you are pretty. Also, several people now are waiting for a new map from you.
<- Func Heart Emoji
i guess that floor texture is shit, isn't it
It's good as a wall texture in small doses
. But there's a reason why id used wmet4_8 for floors instead.
How about a wooden floor instead?
Keep hoping for a follow up to lunsp1! Is this still the one you were talking about a ways back where the plan is for the map to go downwards? Either way, looks very good and please continue to work on it, or turn it into a speedmap, or something.
Lunaran, More Pictures Please !
That last picture gave me a total erection.
More picts !
Interesting. Definitely have potential.
#15507 God Damn
yeah! Love it! The unfiltered card/sprite look for trees has (perhaps weirdly) always appealed to me.
These ones from Daggerfall are some of my favourites:
That's gotta be some pimped out modern Daggerfall port, right? Because if the game looked like that originally, bloody hell did I miss out...
Actually just looking at the # of trees drawn at once obviously it's a modern port.
Those Trees Look Nice And Fluffy Pritchard, Good Stuff.j
The grass could use a few darker shades towards the bottom of the tufts.
yeah it's the Daggerfall port in the Unity engine. Well worth downloading and having a wander round. Gameplay-wise it's pretty "dated" but has it's moments.
that's pretty cool!
I came to Elder Scrolls pretty late with Oblivion on Ps3 so this is great for folks like me.
A New Map - Work In Progress - Early Screen
First off, Pritchard those tree sprites look awesome.
So after the craziness of a Disney map is over, I'm going back to something darker and more Quake/medieval in style. After just playing the excellent Return to Castle Wolfenstein (2001), I absolutely loved the castles, crypts and brick textures. I've started converting the RTCW textures over to the Quake palette and currently have a new texture set with nearly 100 textures including some modified Sock/Hexen2/Magna textures.
Here is a really early screen of the new RTCW textures in action. I've made some groined vaults, as the set actually has custom textures for these vaults. The architecture is mostly styled directly after RTCW but is different in scale so I had to chop up the textures a bit.
To my knowledge not many RTCW textures are in Quake WADS, as I've not seen these bricks and trim and colours before. I love the Quake palette so that's why I'm converting them over, rather than use true colour, but obviously I've lost a good deal of fidelity as a result.
Anyways, the map is planned to be a mod with new enemies, and as such is still a ways off... Cheers!
Damn Nice Textures Son.
There is a WAD file with all the textures from RtCW on Quaddicted. If you like the, it will save you from all the work you are doing.
Liking those shots, very atmospheric, man.
not sure if this help, but the screens are too dark for my tastes
otherwise this is incredible 5/5
It just figures this would be the case, I never saw the RTCW wad there in that mass of wads. Anyways I'm pretty much done converting the textures over anyway. Yeah the screens are really dark, mostly because coloured lighting sucks.
I've maxed out my phone's brightness and still can't see anything on those screenshots besides a faint light in the ceiling.
Have you increased the gamma brightness in the engine, and are using low brightness in the map's lights to compensate?
Embrace The Dark!
Yeah, I always have gamma/brightness set to 0. Its just a dark room with only dark orange and dark blue coloured lights, cause its dark. DARK! My monitor is set at low brightness as well, and its still very visible on my end, but I usually go about adding white light sources to the map later on to brighten things up. I also just threw those lights in to take a screen, the map isn't anywhere nears complete.
Also yeah I can't see anything on my tablet either so I think I bigger screen makes a difference.
I played RTCW recently. Need to finish it though. I had the same idea you are doing now. using those amazing textures for a Quake level. I won't have time for many months to do something so I am very excited to see your work on this!
The screens look promising!
fiddle with the colors of the coloured lights and they will never suck.
For the darkness, they are a bit dark but i think that is almost spot on for the first.
I can't see anything on my tablet either so I think I bigger screen makes a difference.
Yeah, I'm on my 40 inch TV right now and can see it. Still too dark to analyze the texture quality, though.
Not going to post this elsewhere, as it's very unfinished, but here's a fullbright screenshot
There are dozens of other textures that I've been creating with the same level of quality, maybe hundreds. Still some more hundreds to go.
However, I get easily demotivated when trying to actually create maps. Anyway, maybe someday this will become something...
Then Make Shorter Ones
it will help with motivation
Coce Dropping Wisdom Bombs Like I Drop Post-curry Shits.
Serious business. Listen to him.
Well, the maps I'm creating are headed towards environment art rather than gameplay, since their purpose is to showcase the renderer's abilities. In the end I'll merge all of them in a single map, if there's enough memory.
Probably the main creative block I'm having is that textures are self-contained. All the ones I'm creating are photosourced, so they only require artistic sensibility, not artistic creativity, while mapping is a more open-ended task and therefore does actually require creativity.
It's easy for me to create photosourced textures, no matter how depressed I'm feeling. Mapping is a lot harder, not just to envision pleasant environments but also to make them fun. It seems to require a pleasant & playful state of mind.
My current approach is to create textures, try to figure out good matches between them, and to create structural pieces out of those matches (walls, columns, ceilings, etc).
Trying to figure out good matches between those structural pieces and creating good environmental structures out of them is exponentially harder. But it should eventually happen.
Didn't Know You Had The Copyright To Them
Shambler, how much for the rights?
I think the secret is to light it to let the player see everything, but still trick it into looking like deep darkness. Like night scenes in the movies that are shot on broad daylight with a black background. Maybe high contrast with dark colored lights would do the trick.
This kind of "old mansion" set is one of my favorites. Loving this one.
Hey! This Is A Screenshot Thread.
More Sexy Quake Screenshots! Give us an erection, dammit!
Simple And Cubi
I'm trying to make map with Trenchbroom 2.0 instead JACK and Radiant.
Nice One DOOMer!
I feel doom stricken already, Keep it up!
Classic style. Nice lighting.
Very Dark But Promising.
I too like the style.
Thanks for feedback, guys.
I did not work on the lighting at all, just placed the light sources through approximately equal distance between them. Even intensity of not drive the money changers.
Now I hasn't decided to make light in old school or more modern. But in General, the map will be most likely simple by design, doom-like geometry (without a large vertical gameplay).
congrats looking like you are taking to TB2 nicely.
Thanks for your TB2-tutorials, it very helpful for me.