#2426 posted by ScrotcH on 2005/07/28 18:59:29
Im not looking to flame/fight anyone. I have no reason to, I just stumbled onto this forum by accident and seen the debate over a few WIP shots I posted on another forum. Its actually the few comments I read here that got me thinking of releasing it for D3 in some form to the public, and not just a concept for my new project. I'd love to do a singleplayer design with it but I just dont have the time to commit to it.
 Terrain Blending In Quake!
 Hmmm
#2428 posted by Kinn on 2005/07/29 00:59:48
Add a railing to that shot or
another tiny light, and post a few more screens shots with each little change, that is what this forum is here for.
That reminds me, where's Friction been lately?
 Scrotch
#2429 posted by nitin on 2005/07/29 01:30:35
lun was just shitstirring.
Personally, I really like your work. Some of the jailbreak stuff was excellent.
you shoul consider doing mpas for another gametype though, sp or dm.
 Kaziganthe
#2430 posted by Vigil on 2005/07/29 01:32:44
I like the skybox and the foliage. What engine is that? And where'd you get that new shambler skin?
#2431 posted by gone on 2005/07/29 01:43:10
ScrotcH: 5 (4 extra points for using my skybox)
Lun : 0
#2432 posted by foliage on 2005/07/29 15:39:25
i just realized the shambler was made to give head. but those teeth should make things interesting too.
 I Can See The Jpg Compression
#2433 posted by grahf on 2005/07/30 21:42:58
in your skybox, speedy. it distracts me, you should make a tga version.
 I'm Afraid
#2434 posted by HeadThump on 2005/07/30 22:19:37
 I Seriously Approve...
#2435 posted by grahf on 2005/07/31 01:12:23
of any asian architecture, particularly in the quake engine. 2nd shot in particular looks tibetan. and i like the roofs in the 1st and 4th shots; maybe indic or nepali inspired? the lighting could use a little less contrast all around. (going from fullbright straight to fulldark does not seem to look too good in quake).
not sure how much i should critique lighting/texturing/layout... if you're "nowhere near finishing it".
 Except
#2436 posted by HeadThump on 2005/07/31 03:49:31
for the double layered roof adjoinment in the first pic(which I copied from a Bangcock coutyard pic) all of it is based on Tibetan motifs. However, I've worked the designs over so much they bare scant resemblance to their source inspirations. I just hope it becomes more cohesive as I work on it.
Yeap, the lighting is just one spotlight at this point (so it is all maximum drama in every direction). When I add some sourced lights near ground level it should look more natural.
#2437 posted by Zwiffle on 2005/07/31 08:10:20
Well my only complaint is that if it's outside then the lighting in some of the shots is very very harsh. I don't know if any of it takes place inside, you may want to add sunlight 2 or just put in a low minlight, cuz that makes my eyes bleed. No, seriously. Ok, I really doesn't. It looks cool, so I'm waiting for that sourced ground lighting to even things up.
 I Find
#2438 posted by HeadThump on 2005/07/31 11:15:15
it to be a bit easier to work a sunlight 2 in after doing source lights instead of working source lights in around the sunlight 2. It may be just a personal oddity of mine, but sunlight 2 always reminded me of using gradiants in Photoshop.
 Suggestions
#2439 posted by . on 2005/08/01 00:58:28
 Phait
#2440 posted by JPL on 2005/08/01 01:44:06
For the lightning improvement of the first spiral stairs style: you should remove the "flying" lights, and use 2 small lights on the stair sides (like there are already on external side of the spiral stairs)
In anyway, I really prefer the second, which ease to have good lightning effects without too much work...
 JP
#2441 posted by . on 2005/08/01 01:50:40
The 'floating' lights are going to be connected to the ceiling or the tower (that the stairs wrap around).
I could put spotlights on the tower (inside of stairs) but it looks bad, as some of the spotlights cover more than 1 face, and thus are wider than they normally would be.
 Phait
#2442 posted by JPL on 2005/08/01 02:07:01
What light, wait and delay field values are you using ?
I guess using some "low" light value (around 50), delay value 2 (1/x� attenuation) and wait value 1 could do it properly... Did you made different tries in this zone ?
 Nah
#2443 posted by . on 2005/08/01 02:32:08
I never use any of that stuff... confusing.
 Phait
#2444 posted by JPL on 2005/08/01 02:35:00
What do you mean by confusing ? The field names I used instead of angle, mangle, etc... ?
 HOM
#2445 posted by madfox on 2005/08/01 08:45:36
I recompiled almost all maps fom the abandon with new compilers and Quark 61.
They do look better now, but I'm a little concerned.
After finally recompiling untill all leaks were vanished, I'm confronted with a new HOM error. Arg...
Strange, because some HOM effects disappear with a vis level 2, although I can't get rid of the regret they aren't vised level 4.
 Tower Lighting Again...
#2446 posted by . on 2005/08/01 11:51:58
This is kind of what I've settle on texture wise, looks better - but I'm still open to suggestions:
- http://www.phait-accompli.com/q/s4/pre/tower6.jpg
 Texturing And Lighting Looks Good There
#2447 posted by grahf on 2005/08/01 17:32:56
the curved walls are too flat. inset the brown rivets so the blue blocks stand out (like the strip lights are), or make some structural girders that connect the outer wall to the inner cylinder, or both. Curves look nice, but they often look even better when you break up and modify the curviness a little.
I'm also not sure about that long thin light brush that comes all the way down from the ceiling. looks odd to me. maybe it could angle off the wall at a lower height?
you asked for suggestions, you got 'em.
most importantly, trust your instincts, you needn't ask us if something looks good every time you make a change.
#2448 posted by anonymous user on 2005/08/01 18:24:09
Grahf yeah maybe, but maybe not
 Was Thinking Of Breaking Up Walls
#2449 posted by . on 2005/08/02 00:36:29
as well, but imagined what a nightmare it might turn out for BSP (or at least semi-nightmare) as theres alot of tall brushwork there that makes up the outer wall. I just made a 128x64 custom texture of the blue metal-block + brown rivet tex so I didn't have to split up the wall any further.
I like your suggestion of connecting the tower to the outer wall... I'll see how I can work that in. Thanks!
 More Of The Same (Or Mebbe Not)
#2450 posted by biff_debris. on 2005/08/02 01:24:23
Got some Myrmidon screenies up at my spawnpoint site, at http://biff.spawnpoint.org/gallery . Nothing new, really -- but I thought I'd better get some game-related content up in case scampie was looking for fat to trim ;D
|