@ voodoochopstiks: i tried a "light -dirty" fake ambient occlusion lightmap render and the seam between the two materials were totaly dark. The screenshot above is an out of the box radiant compile. I think i´ll use the -dirty key in final compile and add some interesting diverting details like wires or controlpanels. Everything is in an VERY early state and any opinion is welcome.
@ foo: You´re right. The terrain mesh will at least be an dotproduct2 shader with rock/grass texture. Maybe additional materials via alphamod brushes. Maybe i get this hot stuff to work. Some textures a simply just placeholders for now.
@bork[e]: thx!
It is nice to map in an 3D app! I´m getting away from simple axial block thinking. I suggest everyone getting in touch with mesh modelling in respect of bsp management.
Btw: i´m the first using my texture pack
broar wrote:Btw: i´m the first using my texture pack
No, you're not - though you're the first who posted screenies of a map that used it. I used it for a quickie map, but it's not public yet because it's in a very early state. I'm low on time and currently working on those CTF maps...
Don't forget to fix the small issues I told you about, btw!
That looks pretty impressive! Fully animated legs? I think she would look better with a haircut, though.
Edit: actually, I don't quite like the ears. Didn't notice them the first time around, but they look kind of odd sticking out like that. I think she would look better with normal human ears instead of Elvish/Vulcan.
Last edited by obsidian on Mon Jun 25, 2007 2:18 pm, edited 1 time in total.
For sometime I've been planning a qkennyq inspired project for D3/Q4.
After several hard drive failures I put my ideas to one side to work on other things. Not really feeling much desire to make another proper Q4 map, now seemed a good time to start my old project once again.
Here an in-game render of what I have so far:
The shot is taken looking across the trancept and nave. I have a couple of ceiling sections still to finish, the floor area and four end sections, but this gives the general idea of where I am.
When I'm done with the interior I intend to build a separate exterior, but will come to that when I've completed this first phase.
heh, actually it should run ok:)
By separate exterior I mean I plan to make the exterior separately. 2 distinct areas (maybe linked through a teleporter in a door way, not sure yet). If I dont do it this way tris will spiral somewhat out of control as a result of the non-visblocking functionality of real life based architecture.