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Posted: Thu May 04, 2006 8:03 pm
by Oeloe
corsair wrote:o'dium: what I think mostly lacks is variation in light intensity; perhaps a good sunlight would do the trick - the geometry is fine if you'd ask me. What I like least about its decoration is not that it could use something extra, but the symetrical placement of the circular exchaust grates. (or perhaps the placement of it anyway).
My thoughts exactly. Those grates should perhaps be further up too.
Posted: Mon May 08, 2006 9:26 am
by o'dium
Ill be honest i haven't done much in terms of suggestions from here yet but i'll look into it later on when i get back from work:
As always WIP, ignore that light thing on the floor in the one shot, and the terrai ignore 100%. And the inside of the building is temp too.
Posted: Mon May 08, 2006 1:56 pm
by hemostick
I like it with the white stripe of paint. There is one bit I am still wondering about - the purpose of the three rails on the front view.
To me, they look like actual rails, and not pipes due to them looking exactly like the rails you have on top (diameter, texture).
Posted: Mon May 08, 2006 2:39 pm
by o'dium
They are rails. I dunno, just added detail atm.
Posted: Tue May 09, 2006 10:16 pm
by axbaby
-barred up windows
-loading dock for 18 wheeler "double garage doors"
-damaged wall section
-graffiti
Posted: Tue May 09, 2006 10:18 pm
by Foo
How that glass would have ever been fixed into that window confounds me.
Posted: Thu May 11, 2006 3:20 pm
by Fjoggs
That ladder shadows looks weird o.O
Posted: Thu May 11, 2006 5:57 pm
by Myth
Yeah the shadows of the rungs are far too thick. Bizarre.
Posted: Thu May 11, 2006 8:32 pm
by Oeloe
Looks like it's a point light source very close casting those shadows.
Posted: Fri May 12, 2006 12:25 pm
by o'dium
Actually, its just very high up, and very far away. Thats why it casts longer shadows.
Posted: Fri May 12, 2006 1:21 pm
by Oeloe
Right. The effect just looks exaggerated then.
Posted: Fri May 12, 2006 1:27 pm
by corsair
o'dium wrote:Actually, its just very high up, and very far away. Thats why it casts longer shadows.
I cant/dont/wont believe it :P
Posted: Fri May 12, 2006 1:38 pm
by o'dium
Ahh shut your pie hole
Also working on a new program to make local specular and height maps look nicer (Ignore low FPS, its berserks rig lol in a test map

)

Posted: Fri May 12, 2006 1:43 pm
by Foo
Not bad, just watch out for the 'waxy' look that's creeping in.
Posted: Fri May 12, 2006 2:49 pm
by seremtan
i was gonna go for 'molded plastic', like if you go round the other side there's a load of milk tray chocs to eat
Posted: Fri May 12, 2006 3:03 pm
by o'dium
Its a crappy low res texture, so of course its going to look odd. Our ingame textures are 4x that res.
Posted: Mon May 15, 2006 1:46 am
by Pext
[lvlshot]http://pext.pe.funpic.de/med_1.jpg[/lvlshot]+
just some test, while learning sketchup. background and lighting tomorrow.
Posted: Mon May 15, 2006 3:28 am
by Kat
And nowwww.... for something completely different!
A few more WIP dev shots here.
Posted: Mon May 15, 2006 3:40 am
by Caffeine
Very nice looking.
... I need to upgrade my hardware.

Posted: Mon May 15, 2006 3:43 am
by Kat
I'm *only* using a AMD 2800+ (1.4ghz) with an ATI 9600XT (256) - 640x480 low I think

Posted: Mon May 15, 2006 3:55 am
by Kaz
Beautiful! :]
Posted: Mon May 15, 2006 5:49 am
by pjw
Kat wrote:screenshots of coolness
Wow, that's
really looking good!

Is this SP or MP? So many of my favorite things...great looking rock, a little mist, a little lava, lots of cavernous open spaces and dropoffs and verticality and, and, and...
...sorry, man. It's your fault though. Here, lemme wipe that off.
/me rolls over and goes to sleep...
Posted: Mon May 15, 2006 7:23 am
by Kat
It's MP.
The lava is 'faked' atm (I'm wondering whether to hold on for the 1.3 PR which syncerror said *might* have lava and things like that in it), it's just a flat texture that's lit with an ambient light which has a nice 'side effect' of making the texture look like it's emiting light whilst allowing everything else to be lit properly.
The rock texture has changed slightly and has now got a 'blend' between two types. Also inadvertantly found an interesting way to reduce the obvious effects of tiling by using blended textures, which is neat for this type of stuff.
Still a lot of work to do though becasue the whole thing is modelled and cut into about 50 or so different sections.

Posted: Mon May 15, 2006 9:16 am
by Hipshot
Cool, looks UT-ish though, but that's not a bad thing I think.
Posted: Mon May 15, 2006 9:48 am
by corsair
Pext wrote:[lvlshot]http://pext.pe.funpic.de/med_1.jpg[/lvlshot]+
just some test, while learning sketchup. background and lighting tomorrow.
been using it too - great interface
