Screenshots
I didn't think you had done it. I was merely alluding to yourKat wrote: I never did it, honest... It's all donkeys work. I think those 'classical' textures were a set inition did that donkey ported over as well, they look surprisingly good in Q4 from the shots posted above.
dark alliance to make more cave-based maps..
muuhahaha.. the force is strong in this one (donkey)! heheGODLIKE wrote:I didn't think you had done it. I was merely alluding to yourKat wrote: I never did it, honest... It's all donkeys work. I think those 'classical' textures were a set inition did that donkey ported over as well, they look surprisingly good in Q4 from the shots posted above.
dark alliance to make more cave-based maps..
I started working with these textures and models I made 2 years ago again.

I have a question regarding the fog and sky. The sky doesn't fog even though I made the fog brush not touch the sky brush. It's pretty strange because I used the same technique in another map, and with the same shader and then it worked.

As you can see, the sky is fogged here. Does anyone know why the sky isn't fogged in the first one? Is it something to do with using terrain? Maybe there's a better way of making a whole map fogged that I've missed?
ALMighty - Maps & Stuff

I have a question regarding the fog and sky. The sky doesn't fog even though I made the fog brush not touch the sky brush. It's pretty strange because I used the same technique in another map, and with the same shader and then it worked.


As you can see, the sky is fogged here. Does anyone know why the sky isn't fogged in the first one? Is it something to do with using terrain? Maybe there's a better way of making a whole map fogged that I've missed?
ALMighty - Maps & Stuff
seems like an excellent way to get some early feedback on layout and visibility into potential problems in terms of gameplay
i might go a step further once you get a bit further with it and fancy it up in photoshop. ie: use a layer for the geometry for each level, use a unique color for each level, and different types of paths for different types of travel
looks promising =)
i might go a step further once you get a bit further with it and fancy it up in photoshop. ie: use a layer for the geometry for each level, use a unique color for each level, and different types of paths for different types of travel
looks promising =)
ALMighty, lovely colours in that.
Couple of more cavey bits from me:


Noted about the tex alignment issue on the rock. I have re-uvw mapped all the cave meshes. It was done at a rush for the TM contest and needed fixing. I do still have one area I am not happy with yet.
I really want to beta this (and be told the corridors are too tight:)), but I am awaiting approval from inition for what I've done to his texture set...I think he's probably in a mountain dew induced coma and wont wake up till mid-summer.
Couple of more cavey bits from me:


Noted about the tex alignment issue on the rock. I have re-uvw mapped all the cave meshes. It was done at a rush for the TM contest and needed fixing. I do still have one area I am not happy with yet.
I really want to beta this (and be told the corridors are too tight:)), but I am awaiting approval from inition for what I've done to his texture set...I think he's probably in a mountain dew induced coma and wont wake up till mid-summer.
Whatever....
I had been planning a monochrome level for Q4. I liked the idea of doing a Film Noir style street scene. In the last MC speed map contest I played about with a similar idea. I am Working late tonight so had some time off in the day. Just enough time to remake a street for the level in Q4. In the Q3 version I used a dark green fog to offset with the black and grey textures. I liked the look so decided to go with it. A first in game render:


Whatever....