Screenshots
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Current WIP:
Funky coffe, cream'n'sugar
Smells like some caramel latte macchiato.
Duelmap for cpm and vanilla gameplay.
Beta soon, Alpha here



and a happy new year to all of you fellows..
Funky coffe, cream'n'sugar
Smells like some caramel latte macchiato.
Duelmap for cpm and vanilla gameplay.
Beta soon, Alpha here



and a happy new year to all of you fellows..
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
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That's pretty cool--nice look to that. Are you using a fairly fine lightmap scale, or some other trick for the spiffy shadows? (Also, I think that one grate shadow is kinda broken...why does it warp like that partway down? Or is the surface it's being cast on not flat there...?)sumatra wrote:Current WIP
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excellent! what a great look!sumatra wrote:Current WIP:
Funky coffe, cream'n'sugar
Smells like some caramel latte macchiato.
Duelmap for cpm and vanilla gameplay.
Beta soon, Alpha here
First of all, thanks guys. That's the reason why I like this place, it encourages me every time to go on with my work/hobby
.
@StormShadow: Yes, for sure. Soon, I hope...
@primaltheory: The textures are based on some fine basetexture from Yves Allaire.
@Lenard: What do you exactly mean, I have put a lot of work/tricks into the staircase.
from above

@pjw: Thanks :icon31: . It's actually a fairly low lightmapscale ( 0.1). The surface sticks by 45° out of the wall.
shadows

I have to say, that the current rendersettings still aren't at highquality
@+JuggerNaut+ + Kaziganthe: Also glad you like it
..

@StormShadow: Yes, for sure. Soon, I hope...
@primaltheory: The textures are based on some fine basetexture from Yves Allaire.
@Lenard: What do you exactly mean, I have put a lot of work/tricks into the staircase.
from above

@pjw: Thanks :icon31: . It's actually a fairly low lightmapscale ( 0.1). The surface sticks by 45° out of the wall.
shadows

I have to say, that the current rendersettings still aren't at highquality

@+JuggerNaut+ + Kaziganthe: Also glad you like it

Last edited by sumatra on Wed Jan 04, 2006 4:37 pm, edited 1 time in total.
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Wasn't sure about that, That's the only one that confuses me sometimes!
*You mean grammar nazi right?*
OMG THE PICTURES WORK! Wow that's awesome! Where did you get the textures pleasseee tell me!
*You mean grammar nazi right?*
OMG THE PICTURES WORK! Wow that's awesome! Where did you get the textures pleasseee tell me!
Why not?
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
primaltheory wrote:Wasn't sure about that, That's the only one that confuses me sometimes!
*You mean grammar nazi right?*
OMG THE PICTURES WORK! Wow that's awesome! Where did you get the textures pleasseee tell me!
Or just make them on your own. I haven't asked Yves if I'm allowed to modify them yet.sumatra wrote: @primaltheory: The textures are based on some fine basetexture from Yves Allaire.
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I think you should ask him before you release another beta.sumatra wrote:Or just make them on your own. I haven't asked Yves if I'm allowed to modify them yet.
It's ok for evillair if you re-color his textures but he doesn't like it if you modify them in any other way (that's what he wrote in this forum in 2004, IIRC).
I really like this color scheme! Café au lait rulez

Ditch the SMC logo on the first shot, it doesnt overlay nice on those height 'differences' of the bumpmapped texture imo - the rest looks fancy - Although I might say I agree with Oeloe, and I'd add the color blue within his 'other hues'.
Aside from that, the redone gothic_block texture on, especialy the Red Armor jumppad area, does also differ very much in terms of cleanness (which you've on the other hand awesomely achieved in the floor of the first shot).
I'm not sure if you should listen to such comments, but remember that most gamers adjust their picmip, and what I've seen happening to alot of the quake4 maps with low settings, is that the sense of depth becomes very obscured. This can be rather easily be solved by change in textures - and especialy, by change in texture hue.
Remaking an existant map is hard, but whats most important isn't to exactly copy the map, but use the quality as your skeleton, and decorate it so to enhance that quality.
Thought I'd post a shot myself too. so here is one - harrr...
(notice the oddly scaled caulk hull, that made 45degree angles into... into .. other angles!)
[lvlshot]http://www.planetquake.com/corsair/screenshots/q4/corsair4dm1XYtop.jpg[/lvlshot]
Aside from that, the redone gothic_block texture on, especialy the Red Armor jumppad area, does also differ very much in terms of cleanness (which you've on the other hand awesomely achieved in the floor of the first shot).
I'm not sure if you should listen to such comments, but remember that most gamers adjust their picmip, and what I've seen happening to alot of the quake4 maps with low settings, is that the sense of depth becomes very obscured. This can be rather easily be solved by change in textures - and especialy, by change in texture hue.
Remaking an existant map is hard, but whats most important isn't to exactly copy the map, but use the quality as your skeleton, and decorate it so to enhance that quality.
Thought I'd post a shot myself too. so here is one - harrr...
(notice the oddly scaled caulk hull, that made 45degree angles into... into .. other angles!)
[lvlshot]http://www.planetquake.com/corsair/screenshots/q4/corsair4dm1XYtop.jpg[/lvlshot]
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