ydnar wrote:
If you can and do, sign me up, particularly if it can clamp onto a 26.4mm road bar. The handlebar/shifting setup is the only hokey thing about it. And that gap between gears 7 & 8...
Sure, no promises though. Needless to say it's quite a complex thing to pull off.
ydnar wrote:
Edit: It rides really nice. Sort of a sherman tank compared to my other bicycles though. It's more that twice as heavy as my road bike, heh. The cable splitters jangle on the top tube, which ends up being a nice musical ring in a way. Still need to sort out chain & spoke tension, and figure out how to pack it in the S&S case.
Yeah, it sounds pretty heavy I think my (5 inch full suspension with Rohloff) mountain bike is about 30lbs, though the frame is carbon fibre.
@ corsair: the skytexture is a blast wow !!
I also like the shape of your spacefighters, can't wait to see the movie-sequence.
@bork[e]: In the second pic: I meant to place the JP near RL to the lowest floor, for better connection to the highest floor.
Interested in a new beta, I am !
sumatra - to the left of that picture is another one on the lowest floor, that area seemed like a dead end without it. (I may haven't understood correctly, but either way I think it worked out nice.)
Once I fix the dark lighting and some other minor issues I'll release the first beta...trying to get another route going near the YA.
Also, love the screens there...that cave looks awsome.
Lenard wrote:Yeah, but what is it for? A realism map? It is vq3, right? Is it made for gameplay?
Yeah it's vq3. It's something I did as I tried to learn modeling and texturing. Those models and textures are the first I ever did really, and you can tell if you look close.
Right now it's nothing. I'm not sure if I'll make something out of it.
[url=http://alm.gamedesign.net]ALMighty - Maps and stuff[/url]
hey borke[e], one thing i may suggest is trimming... in your shots you have a texture that will just suddenly become a new texture at a 90deg corner. Try adding 8unit thick relief to give the impression that a certain texture represents volume rather than flat surface.
I was mainly screwing around with different ideas for that area, with it being so large (as far as verticle walls go) I was trying to find something that looked normal and didn't tile to hard. I'll keep that in mind though, once I get a decent theme going I'll shoot out a beta.
Kaz - yeh... after the forum changeover I forgot my PW (was also in autolog on). So i re-registered as urgrund, which is what i use on every other forum
urgrund777 wrote:Kaz - yeh... after the forum changeover I forgot my PW (was also in autolog on). So i re-registered as urgrund, which is what i use on every other forum
if you want your postcount to be transfered, and icon (dont know if you had one), go to one of the stickys in the general discussion forum