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Posted: Thu Mar 10, 2005 7:08 pm
by Timbo
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.

Posted: Tue Mar 15, 2005 6:27 pm
by corsair
thought i should post something again, so here is something.. made in 3dsmax, aprox 1hour (+sky) terrain is 1 texture

[lvlshot]http://www.planetquake.com/corsair/screenshots/lel.jpg[/lvlshot]


it'll eventualy be a very large area for a 2min movie in which 2 spacefighters will battle, here's one (without laserguns yet o_O):

[lvlshot]http://www.planetquake.com/corsair/personal/school/bawk_.jpg[/lvlshot]

Posted: Tue Mar 15, 2005 6:42 pm
by bork[e]
blah..gotta find a better host

Posted: Tue Mar 15, 2005 7:19 pm
by sumatra
@ corsair: the skytexture is a blast :drool: 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 :) !

Here two more shots of my WIP

Image Image

Underwater+Cave

sumatra

P.S. Has anybody a nice smoke-shader?

Posted: Tue Mar 15, 2005 7:37 pm
by bork[e]
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.

Posted: Tue Mar 15, 2005 7:58 pm
by Bacon
corsair, that sky would make a sexy skybox in quake 3 :drool:

Posted: Wed Mar 16, 2005 2:37 am
by ALMighty II
[url=http://alm.gamedesign.net/images/almwood4.jpg]
<img with="640" height="480" src="http://alm.gamedesign.net/images/almwood4.jpg">
[/url]

Posted: Wed Mar 16, 2005 3:20 am
by Lenard
That's cool but what the hell is it?

Posted: Wed Mar 16, 2005 3:22 am
by Lenard
Yeah, but what is it for? A realism map? It is vq3, right? Is it made for gameplay?

Posted: Wed Mar 16, 2005 5:27 am
by corsair
Bacon wrote:corsair, that sky would make a sexy skybox in quake 3 :drool:
I dont have any plans on making it a skybox for quake yet, but if I will, it'll be after I've finished the movie ;]

Posted: Wed Mar 16, 2005 11:19 am
by ALMighty II
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.

Posted: Thu Mar 17, 2005 12:30 am
by Lenard
Looks great for a first time.

Posted: Thu Mar 17, 2005 1:02 am
by bork[e]

Posted: Thu Mar 17, 2005 1:36 am
by urgrund777
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.

Posted: Thu Mar 17, 2005 1:49 am
by bork[e]
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.

Posted: Thu Mar 17, 2005 4:43 am
by urgrund777
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 :)

Posted: Thu Mar 17, 2005 12:29 pm
by ALMighty II
Lenard wrote:Looks great for a first time.
Thanks. Yeah, they look pretty good at least from a far. :)

Posted: Thu Mar 17, 2005 12:32 pm
by corsair
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

Posted: Thu Mar 17, 2005 3:13 pm
by StormShadow
Image

Image

Pre-beta shots of my 2v2 submission to the cpma mapping comp. Not as pretty as some of my other work, but hey, its all about the gameplay right? :D

Posted: Thu Mar 17, 2005 3:21 pm
by voodoochopstiks
Looks cool! It won't win though, invertedpenguin beats all ez style :D

Posted: Thu Mar 17, 2005 3:32 pm
by StormShadow
probably some guy we have never heard of will come out of nowhere and win it all..

Posted: Thu Mar 17, 2005 6:46 pm
by Pext
stormshadow. where did you get this tile texture you use on some of the walls from?
i've been searching for soemthing like this for ages :)

Posted: Thu Mar 17, 2005 7:10 pm
by corsair
looks Ikka'-ish, not sure tho :paranoid:

Posted: Thu Mar 17, 2005 7:52 pm
by sumatra
looks nice stormshadow, is there any beta in soon :p ?
Textures seem to be picked from badmeat :shrug:

sumatra

Posted: Thu Mar 17, 2005 7:53 pm
by Pext
huh... yeah. sounds plausible. i'll check it out :icon14: