#359 posted by Trinca on 2006/10/12 01:08:10
thks Than u rock! petty i already have to many textures in my map :\
shots look great! good work!
#360 posted by Trinca on 2006/10/15 13:11:22
oh wel i open #base in quakenet if u guys want to talk about our project
cheers
Trinca
 Damnit.
I went in there, and was the only one there. Not even a bot. I am so sad.
 :(
#362 posted by than on 2006/10/18 17:37:14
I can't use the net at home, and can't use IRC at work, so I won't be in there for a few weeks at least. Once the net is sorted out, I will join.
Had a few days break from mapping, but will probably resume at the weekend :)
 Well
#363 posted by madfox on 2006/10/19 13:04:17
now my base map becomes 6Mb and I am using the extras_p4 mod. I added a hiprotate.qc and a earthquake.qc as well as my newboss.qc
I wondered if this map could fit in the basepak as the use of the Quothpak seems to be the final option?
#364 posted by Trinca on 2006/10/24 14:03:23
 Quite
#365 posted by bambuz on 2006/10/24 16:19:41
najs... is that weird computer thingy underwater? It's cool in it's construction, I think you've really made big improvements as a mapper.
 The Waterworks Pics Look Good,
#366 posted by HeadThump on 2006/10/24 22:41:29
I like that last shot a lot. Geometry and texture line up is quite effective there.
 Neat
#367 posted by mwh on 2006/10/25 01:39:15
Looks a bit like SoA episode 1 -- and that's a good thing!
#368 posted by Joint on 2006/10/25 02:03:57
thks guys! i think i progress a lot in this last part of map! :\ but now it looks like was other mapper that did area after silver key :) must rebuild the others area to :\ or will look like were two mappers working in this map and isn�t true!!!
Bambuz, JPL and HeadThump gave me real good advices thks guys for all the help!!!
P.S--> Bambuz go map to Q1 you lazy bitch! :)
#369 posted by Trinca on 2006/10/25 02:14:29
lol was at my partner of work, computer! :\
 Nice Work, Trinca
#370 posted by than on 2006/10/25 03:55:32
Looking cool. Like the underwater computer that others pointed out.
Some suggestions:
SHOT1
try raising the height of the plain textured part of the ceiling and making sure it isn't as brightly lit. I think it will make the room feel a bit bigger, and also should improve the look of the ceiling. Also, consider putting a lip around the hole in the ceiling so that it doesn't just blend into the plain textured part.
SHOT2
Looks cool :D
SHOT3
I just think the inside of the pipe could use more detail. Perhaps makethe parts where you have the lights stick inwards a little bit to get some more shape. I can't explain it very easily - sorry :/ Perhaps also think about making the bend in the pipe have a small 45 degree bevel on the inside too - and again, lighgting looks a little plain - maybe it's joequake that is doing it, but try putting a light entity where each visible light is (in addition to what you already have) and set the brightness to 400 and attenuation ("wait" key) to 8 or so. It should give you nice highlights around the actual lightsources, which should make the lighting more interesting.
Keep up the good work :)
btw, I can't use my usb drive at work any more thanks to a security crackdown, so I can't bring in screenshots from home to upload. Basically, I can't show you what I've been up to with my level of late (not much :)
 Than,
#371 posted by inertia on 2006/10/25 08:16:50
Try emailing stuff to your work address as attachments.
#372 posted by Trinca on 2006/10/25 08:38:34
inertia how is slipsp1 going? :)
 Nice Work Trinca
#373 posted by madfox on 2006/10/25 10:57:29
Screenshots are good, you're making progress.
My map suffers hard from HOM's.
Had to go back halfway to improve the brushes.
 Trinca
#374 posted by JPL on 2006/10/25 11:58:58
Nice work: you really made real improvements regarding your previous releases... As I told you (during your scampie blues...) you would have made a big mistake stopping mapping qt this time... Furthermore after reading the few comments above, I now conviced that you are not a newbi any more, even if all can be perfected... In anyway: Keep it up !! 8D
BTW, I think I will be ready for Xmas... with a smaller map than I was expecting... Unfortunately, my map will not be based on Quoth pack... Sorry for this... but I think the result is quite cool... I'll post screenshots later on...
 OMG...
#375 posted by JPL on 2006/10/25 12:01:04
I read my post, and it is full of typos... Too much beer tonight.. Maybe I would have posted it on the drunk thread.. doh !!! :P
#376 posted by Trinca on 2006/10/25 13:11:58
zomg :) thks ;)
JPL u can get drunk with beer? :) i have to drink a lotttttttttttttttt
 Trinca
#377 posted by JPL on 2006/10/25 14:21:29
I'm very sober since 3 or 4 years.. so with only 1 beer, I already feel the drunkiness coming....
#378 posted by Trinca on 2006/10/25 15:08:04
heheh :) i start getting drunk after 8 or 10 :\
 Slipsp1
#379 posted by inertia on 2006/10/25 23:20:53
do not talk of the monolith before it is deployed
 Some Shots...
#380 posted by JPL on 2006/10/26 13:25:56
 Jpl
#381 posted by bambuz on 2006/10/26 14:49:40
very interesting. looks clean... would like to test it in the engine to get the feel of the scale.
 Solid Work JPL
#382 posted by HeadThump on 2006/10/26 20:55:54
I had to ramp up the brightness on my monitor to see the pics. Quake engines darken screenshots too much. Once that was done, the lighting brings out the brush work. Laser beam looks intense in BTH4.
#383 posted by Trinca on 2006/10/27 01:32:31
looks very evil!!! :) and that is good ;) can wait to get my hands on that :p
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