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Topic Starter Topic: Re: Phobos mini pack v1

Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-02-2011 11:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


Walls tests

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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-03-2011 09:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


The central hub had some duplicate faces (around 800, created while using instances in combination with undos).
It is currently being fixed and will allow to put a single entity for the model (the old qradiant already accept the new model as a single entity).




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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-03-2011 01:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


The c. hub is not quite as good as the wall teleporter. I may texture it again and/or add some details to the model one day

http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1.pk3

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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-03-2011 02:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


I ran a test of color compatibility (basicly, do i puke with too much contrasting colors in my assets) and it seems that the worse have not come yet

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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 04-03-2011 03:40 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Try making your images grayscale to get a better look at the contrast of values in the textures of your models.

Don't be afraid to add small splashes of saturated color to add interest to the textures.




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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-05-2011 12:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


I have begun to clean the map and to turn it into a mini demo map for the assets. Once the pack finished it might never be used, but it will have the merit to exist.

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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-06-2011 02:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


I forgot i promised to do some ceil props and wall textures. I am halting the map in order to begin to deliver the promised content.

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An artist at our studio showed me what he could do for quake 3 with half the polys i use. He is officially not my friend any more until he comes back from Arkane Studio as a contractor.




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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-07-2011 12:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


I have discovered how to export objects that exceed 1000 verts by finding what end up to be considered to be a surface by the old qradiant. It means a huge limitation has gone. The ceil prop that you see below have been exported as a single model.


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In a few days i must go as a contractor in another town for 2 months. But with this limitation gone, when i will come back...




Last edited by Bonnebez on 04-08-2011 09:46 AM, edited 1 time in total.

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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 04-07-2011 01:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


I think this project is really cool - keep up the good work! :up:

Only criticism I can think to give is that some of the textures could use some more lighting information painted in - as it is they look pretty flat in some parts.




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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-08-2011 12:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


I have updated the pack that include the model and the map you see above for users who might be interested in seeing it ingame. I cliped and caulked the map to ease the exploration.

http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1.pk3




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Commander
Commander
Joined: 08 Feb 2011
Posts: 118
PostPosted: 04-09-2011 01:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


The sceond room was lacking some space so i made another one and tested bots behavior in the process. But the guppy door should really be used in some specific circumstances althought bots hop through it with grace. However if you dont put a cheese (item pick up) in the second room, they wont try to get in.

http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1.pk3

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The Afflicted
The Afflicted
Joined: 28 Apr 2008
Posts: 530
PostPosted: 04-09-2011 03:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


Really good work, bonnebez, and above all, free for all (GNU wise) much appreciated. Thanks!



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Grunt
Grunt
Joined: 06 Dec 2009
Posts: 69
PostPosted: 06-10-2014 06:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


I found some pictures of this map via Google, but links are dead
Is anyone that have this map pk3 file to re-post it here for download ?



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Grunt
Grunt
Joined: 06 Dec 2009
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PostPosted: 06-11-2014 06:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Anyone? :)

I'm interested in the map structure and industrial textures
https://www.google.pl/search?q=Phobos+m ... 1&tbm=isch



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