 Also
#2501 posted by . on 2005/08/17 00:23:00
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.
And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32?
 Stuff
#2502 posted by grahf on 2005/08/17 08:06:22
the sky looks crap because it's a different skybox than the "old crap."
I actually like the broken shattered look of the "old crap."
The "new" cliff walls don't vary at all in height, i.e., they're all clipped off at the same height by the sky.
i think i liked the old better.
and i'm getting tired of making these comments on every single room test map you make. please trust your own instincts.
 Those HOM's Must Be WitchCraft!
#2503 posted by madfox on 2005/08/17 09:17:37
 Madfox
#2504 posted by grahf on 2005/08/17 11:13:58
looks like a nice oldskoolish runic map, i've no complaints with that.
except, what is that texture on the "A" crossbeams right below the sky light hole? It looks really odd, like an alphamasked texture with no alpha channel.
 Well
#2505 posted by . on 2005/08/17 12:25:44
I fixed the sky actually, as the tops weren't actually flat - just obscured by the sky. I found the problem with the sky - my shortcut didn't have -bpp 32 in it.
 Omg
#2506 posted by inertia on 2005/08/17 20:37:47
FASCINATING
/me fucks off to somewhere where he cares..
 Texture
#2507 posted by madfox on 2005/08/17 20:59:23
it's the end map of abandon, with gravity set low so you can jump.
me a bad boy, texture stolen from prince of persia.
 RtCW Mapping Questions
#2508 posted by Jago on 2005/08/20 15:27:25
I am sure some of you have mapped for RtCW so I have some questions to all of you:
1) I have unpacked models/mapobjects from pak0.pk3 and sp_pak1.pk3 and can now load the models inside Radiant. However, some of the dirs for the objects (mapobjects/bush, mapobjects/clipboard, mapobjects/lion to name a few) only contain textures and no model file, where are they?
2) Say I added a mapobjects/bodyparts/helbody.mdc into my map as a misc/model, how can I choose which skin is used on the model? By default, hel_body1.jpg is being used, how do I make the model use lop_body1.jpg instead?
 What The Hell
#2509 posted by Jago on 2005/08/20 15:31:02
This was supposed to go into Mapping Help.
 ...
#2510 posted by necros on 2005/08/20 22:31:06
 Necros
#2511 posted by . on 2005/08/20 22:48:43
Thats neat, although I think the texturing could use some variation along the walls, despite that I'm not fond of ikbase.
 Good Form To Those Buildings,
#2512 posted by HeadThump on 2005/08/21 00:19:09
huge AND claustaphobic with those, er? not sure what they are, lingering over you, it is likely to be atmospheric as well.
Phait, has a point though. To me, the original IkBase for IkSPQ5 are a more interesting set than the converted Quake Arena ones from Fatty's site. I believe those used in the pic are likely the latter.
Also, from my own screwing around, IkBase can be combined pretty well with Soc_Tec and Soc_tech converts well to the Q1 pallette given the lustre of rusted grime that predominate the design.
MMMM, ruuust.
#2513 posted by Vigil on 2005/08/21 02:06:53
HeadThump, by any chance do you mean this set:
http://www.planetquake.com/vigil/pics/sockie1.jpg
Necros, the walls and the floor needs something to break them up. Trims along the wall, and something on the floor where the supports meet it would be a very nice addition.
 Jago
#2514 posted by Shallow on 2005/08/21 02:25:45
In RTCW, or indeed any Q3 engine game, static mapmodels (usually .md3 format misc_models) get their faces baked into the BSP at compile time, so there's no need for the actual mesh to be distributed with the game/map unless the creators want to, just the textures and shader. The models you get are the ones that animate and the ones that have been used as part of a moving entity of some sort. It's ages since I fiddled with RTCW but the editing media for these games often includes models that aren't in the pk3's as well.
To change the textures for .mdc/.mds models you need to use .skin files, you could extract those from the pk3 file too. For static .md3 mapobjects you can use the q3map2 _remapshader directive instead to have the shader repointed at compile time.
 Necros
#2515 posted by Shambler on 2005/08/21 02:27:30
OMG Hordes!
Wait a minute, no monsters yet....
Yeah that looks cool, I like the fresh and funky designs. The lights on the larger buttresses look a little odd, that's all.
 Yeap
#2516 posted by HeadThump on 2005/08/21 07:52:26
those are the sext textures I mentioned.
The lights on the larger buttresses
That's the word I was hesitant to use because in the screen shot I couldn't tell if they were actually supporting anything!
 Sexy Textures
#2517 posted by HeadThump on 2005/08/21 07:53:04
 Cool
#2518 posted by necros on 2005/08/21 17:37:16
thanks for the comments. :) the map is a little to far along to redesign anything more than gameplay at this point, but it's nice to know what people think :)
cheers
 Sexy Curves
#2519 posted by grahf on 2005/08/21 20:22:13
necros doing ikbase seems like a nonsequitur to me somehow :)
I especially approve of the four light columns that are wrapped around the curved wall in the upper left quadrant of the pic. I've been playing around with nonaxial curved details like that myself a lot lately, and it's an utter headache sometimes, but the results are very rewarding. I'd be even more impressed with your brush-fu if you could extend a curve from the upper half of those columns to meet the overhanging curve above them.
Hmm, maybe that description's a bit obscure. Ahh, the tao of brush. :0 If you start off making things curvy, the tendency is to push it as far as you can.
besides that, my suggestions are:
1. break up the floor a bit, unless there's going to a be horde combat there and you want maximum player mobility. It'd look good as a split level type thang, with trims along the edge of the split (I'd split it where the curved columns touch the floor.
2. you might consider using different wall trims near the floor vs the ceiling to create a more varied "height identity." This is echoing/expanding on what Phait said.
that's my $.02.
 It Occurred To Me Recently;
#2520 posted by HeadThump on 2005/08/21 20:50:49
when Shambler got a bit nostalgic after replaying Scourge of Armagon, I asked myself how one might approach it in a fresh way, and here is my Hollywood answer:
Remix IkBase in desert camo tiles, set it as a base in the middle of the desert. Use Sock tech textures from the machinery sub file and Q2 reckoning consoles to feel out the details. Throw in Armagon, Scourge, nail grunts, and Preach's axemen as post apocolyptic/madmaxish rift raff for a fine base mix.
Tentative title: Armagon Ressurection,
catchy, eh?
#2521 posted by necros on 2005/08/21 22:10:08
fuck. i was going to be releasing the damn thing soon, but those are good ideas grahf.
i think i'm going to work on the brushwork some more. :P
 Yeah. Agreed
#2522 posted by HeadThump on 2005/08/22 04:55:31
I see what Graf means; also, there is a riveted texture at the leftward edge of the shot that may be useful to create a v-frame trim along the large curved column edges if the texture happens to line up well with the planes involved, and if you wanted to add that sort of structual detail.
It would be a nice contrast to the vertical texture running up the columns.
My .02$.
 Some Cool UT2004 Shots
#2523 posted by nitin on 2005/08/24 02:36:02
 Looks Cool
#2524 posted by metlslime on 2005/08/24 15:59:41
but i only see one shot...
 Soooooooooon (well Not Really)
#2525 posted by Friction on 2005/09/04 03:26:14
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