 Mmm...slime...
#2176 posted by Tron on 2005/06/17 09:26:06
You know, I actually like that green slime. It stands out, but then again a great big lake of poisonous slime SHOULD stand out.
 Few More Shots
#2177 posted by . on 2005/06/17 11:18:01
Still working on the freighter ship. The back needs work, and some detail work maybe on the rest of it. The engine glow texture I'm not entirely happy with, but I prefer to work within Quake's stock texture set, it's more challenging even if limiting.
The pipe stuff inside the ship looks fine in editor, but in-game you can see some cracks. I guess they could be there for effect, but not what I originally intended.
- http://www.phait-accompli.com/q/op/1.jpg
- http://www.phait-accompli.com/q/op/2.jpg
- http://www.phait-accompli.com/q/op/3.jpg
 Awesome Phait
#2178 posted by bambuz on 2005/06/17 13:06:05
Yeah, change the engine texture.
Hope there's a believable way the crates were loaded upon the ship...
 Yeah
#2179 posted by . on 2005/06/17 13:16:40
I'm still thinking of where I want to put like a loading door/bay thing, I figure from the other side, would need to remove some lights n' stuff (left side interior).
 Phait
#2180 posted by JPL on 2005/06/17 14:53:40
Eh-eh !! Nice starship screenshots !! It reminds me some seventies science fiction series ... cool !
 Phait
#2181 posted by Mike Woodham on 2005/06/17 15:11:30
Loading bay doors could easily go in the floor of the area where the crates are and you can turn the pipework into an overhead gantry for the lifting gear. Lots of industry now uses suction to move objects about, including large crates, so no worries about forklift trucks or pallets (I read this argument recently about crates being in places where crates shouldn't be and it just shows how inexperienced in life some people are - http://www.ergonomiclifting.com/ )
Also, for the textures, you could manipulate some of the standard textures a bit to give a throbbing effect - look at the 'slip' textures to see a throbbing red colour. I am not saying use it but it gives the idea.
Anyway, just an idea.
 Phait
#2182 posted by ionous on 2005/06/17 15:31:16
Fairly nice shots
If at all possible, try curving the pipe instead of angling it. I think it would look better.
 Curvy Pipes
#2183 posted by . on 2005/06/17 16:33:53
These are really tough only because the pipes sections themselves are semi-circles. Even getting things connected as they were is a bit of a problem on an angle. Like I said, appears fine in editor, but cracks are visible in-game. Ever tried to do vertical pipes that curve? Tough huh? ;-)
I like your idea about lifting gear, Mike.
#2184 posted by Tron on 2005/06/17 23:14:43
Maybe try scaling that texture up even more on the back of the engines so that you just have a solid light blue glow instead of the lines. I would also recess that blue section into the engines slightly so that you can stick a really bright light inside the rim of the engine. Might make it look more convincing.
 Looking Neat Phait
#2185 posted by Shambler on 2005/06/18 05:08:55
Interesting idea and it's looking pretty good already. BTW, you need to fix the textures at the edges of the ship where the brown plates meet the techy stuff in an Unnaturally Abrupt Texture Join(tm) - a pet peeve of mine.
Anyway, keep it going....
 Is It CZG Big Yet?
#2186 posted by . on 2005/06/18 12:20:49
 I Like The Phallic Imagery
#2187 posted by czg on 2005/06/18 13:24:59
 Phallic?
#2188 posted by . on 2005/06/18 13:25:51
 Quick Flythrough
#2189 posted by . on 2005/06/18 18:10:36
http://www.phait-accompli.com/q/op/s4_1.wmv 1.8 MB
I'm wondering if the light coming in from the sky might be too contrasting w/ the rest of the hangar or if it's alright. Of course, I'm still working on everything here, so there won't be a headless ship or a big gaping sky at one end.
 Phait
#2190 posted by JPL on 2005/06/19 02:29:27
Very impressive... Concerning the sky, personnaly I would have used a "black with stars" texture box... Anyway, the hangar and the ship are really well made... It's a very good work... Just a question: is for a SP or DM map ??
 SP
#2191 posted by . on 2005/06/19 08:24:25
maybe 3 to 4 maps, maybe 8 not sure at this point.
 Phait
#2192 posted by JPL on 2005/06/19 09:20:47
It sounds to be a big project... Good luck so.. ;)
I hope to play the first maps soon.. and now go map ! :P
 Yup
#2193 posted by . on 2005/06/19 09:30:29
It's gonna take awhile (I'm working on Father's Day stuff today first)... I'm releasing the soundtrack probably under Creative Commons or something.
 Phait
#2194 posted by R.P.G. on 2005/06/19 11:20:02
Yes, I think the light from the sky has too much contrast. I agree with JPLambert: a different sky texture would be better. If you choose one that's less bright, you can get away with having a lower light intensity from the sky.
Otherwise, it looks like the ship is well lit on the outside.
 Maybe....
#2195 posted by . on 2005/06/19 11:24:04
I'll go with a grey or the purple sky maybe. I don't want to use the star sky since it's too dark, and the hangar isn't in space.
 Looks Nice
#2196 posted by Ankh on 2005/06/20 01:03:26
What are the r_speeds in the hangar?
 Well
#2197 posted by . on 2005/06/20 01:05:28
It's not full-VIS'd yet, so it's like 2200.
 Hmm
#2198 posted by inertia on 2005/06/21 02:55:11
apparently, there's a not-so-subtle trend among mappers on this board...
http://www.qwplayers.org/inertia/saq.png
 Quake3 Screens
#2199 posted by nitin on 2005/06/22 02:43:25
 Asdf
#2200 posted by megaman on 2005/06/22 06:40:09
regardless of the borked gamma, this has some kind of ut-ish solidness i quite like:
http://www.planetquake.com/bkp/neotic/i310.jpg
wonder what textures he's using
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