Screenshots
Re: Screenshots
No...no, actually, it's not.Fjoggs wrote:It's cpm3 you nub.The most played duel map like ever.
It's a remake.


Re: Screenshots
Actually, its a remix (every visually changed version is labeled remix in the cpm world), not a remake. Its a visual overhaul, nothing more. I would know, seing how I'm on the design team aswell. (cpma standalone)
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Re: Screenshots
I can piss further then the both of you 

Re: Screenshots
only with a bladder full of christmas/new year cheer!
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Re: Screenshots
Fjoggs wrote:It's cpm3 you nub.
You need to make up your mind.Fjoggs wrote:Actually, its a remix
You:

mmmmm, christmas/new year cheer...
(Okay, I'll quit screwing around and derailing the screenshots thread.

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Re: Screenshots
It's a remax.
Or a remike.
Your pick
Or a remike.
Your pick

Re: Screenshots
The pillar has one corner cut - it's something more than a visual overhaulFjoggs wrote:Actually, its a remix (every visually changed version is labeled remix in the cpm world), not a remake. Its a visual overhaul, nothing more. I would know, seing how I'm on the design team aswell. (cpma standalone)

BTW: what do you do in the CPMA team? Maps? Textures? Models?
SickBJA wrote:

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Re: Screenshots
oh, stfu.Fjoggs wrote:Actually, its a remix (every visually changed version is labeled remix in the cpm world), not a remake.
Re: Screenshots
Why the silly reaction to the distinction? It's a useful one to make.
Re: Screenshots
lol, someone has had their feelings hurt
Re: Screenshots
BJA: Nice work man. You can go up to 512 x 512 textures, so use that. The floor looks a bit blurry, but that grass is nice.
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Haven't posted in a while. I've been working more on MP gameplay ideas than textures, but my late texture thing for Doom 3/Quake 4 was moss (abandoned look). So here are several shots from my MP level:




Here's what it was before.
http://www.methodonline.com/temp/yan_test.htm
Would like to hear if you guys like clean (heh, well sorta clean) or abandoned/mossy look.
Also I was trying to make similar puddle texture you see in games like Gears of War. I tried numerous tests, but these are the best results:


-Method
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Haven't posted in a while. I've been working more on MP gameplay ideas than textures, but my late texture thing for Doom 3/Quake 4 was moss (abandoned look). So here are several shots from my MP level:




Here's what it was before.
http://www.methodonline.com/temp/yan_test.htm
Would like to hear if you guys like clean (heh, well sorta clean) or abandoned/mossy look.
Also I was trying to make similar puddle texture you see in games like Gears of War. I tried numerous tests, but these are the best results:


-Method
Re: Screenshots
That looks fantastic Method. I think you should go with the mossy look, only crit would be the red brick texture. It looks lowres.
Bja: awesome work man.
Bja: awesome work man.
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Re: Screenshots
i second the abandoned/mossy look. that looks fucking great.
Re: Screenshots
Very, very nice.g0th- wrote:I think you should go with the mossy look

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Re: Screenshots
Go with the moss for sure.
Re: Screenshots
Great stuff @method and as everybody already mentioned, the dirty moss look fits way better to this kind of environment. I like what you did with all the patch meshes, although I have to admit that curved wooden planks look a bit strange.
One little thing, imho the trim in the second screen where the red armor is looks a bit too clean with all the moss next to it. But that's just nitpicking since I can't find anything else to criticise
One little thing, imho the trim in the second screen where the red armor is looks a bit too clean with all the moss next to it. But that's just nitpicking since I can't find anything else to criticise

Re: Screenshots
I love the moss version man! I also really dig the fog light you have going with the moss theme.
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Re: Screenshots
Thanks guys. Now I feel very confident that I should stick with moss.
BJA: You're right those planks don't make much sense, but they're very useful for gameplay and add some visual detail. Good catch with the trim, currently I'm in the process of moss'ifying every texture.
Raven: Thanks. I was actually afraid it will hit the performance, but turning off all cast flags in the light inspector doesn't affect FPS much.
-Method
BJA: You're right those planks don't make much sense, but they're very useful for gameplay and add some visual detail. Good catch with the trim, currently I'm in the process of moss'ifying every texture.
Raven: Thanks. I was actually afraid it will hit the performance, but turning off all cast flags in the light inspector doesn't affect FPS much.
-Method
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Re: Screenshots
So many projects, so little time.
I figured since everyone else was posting realistic environments, I'd post a pic of something I've been working on. Just a little scene atm, it is set in a haunted hotel.

I figured since everyone else was posting realistic environments, I'd post a pic of something I've been working on. Just a little scene atm, it is set in a haunted hotel.

Re: Screenshots
Phantazm11: Looks promising. You and BJA seem to be using 256 x 256 or less, don't be afraid to go up to 512 x 512. Newer games use 1024 x1024 and 2048 x 2048. Kill one of the lights to break the repetition throughout light fixtures. Add more shadows, to make it look like a haunted hotel more. I painted over your screen to show what I mean:

Check out this site amd the links on it for ideas:
http://www.opacity.us
-Method

Check out this site amd the links on it for ideas:
http://www.opacity.us
-Method
Re: Screenshots
Very nice phantazm11! You could also break the repetition by making one of those doors open. It hasn't to be wide open, just a little bit so that you can see a glimpse of the room behind it. One other suggestion would be to place a table, chair or bench (or anything else) where that picture is, so you can avoid the repetetive look of those plate trims under the wall paper. Same for those pillars, make one of them broken or add stuff in front of them so they don't look the same.
There are light spots on the ceiling but no lightsources, add some lamps or whatsoever there. You could also spice up the ceiling with extra geometry so it doesn't look so flat and more interesting. Same for the floor, the carpet is a nice touch but you could also add somre more dirt or random objects there.
Just some suggestions, hope that helps
Oh, and thanks Method for that puddle shader and the link.
There are light spots on the ceiling but no lightsources, add some lamps or whatsoever there. You could also spice up the ceiling with extra geometry so it doesn't look so flat and more interesting. Same for the floor, the carpet is a nice touch but you could also add somre more dirt or random objects there.
Just some suggestions, hope that helps

Oh, and thanks Method for that puddle shader and the link.
Re: Screenshots
Re: Method's mossy destructed badness....
Wow. Me want to play..
Wow. Me want to play..