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Posted: Sat Feb 17, 2007 11:11 pm
by corsair
Looking fancy indeed.
To me there is one visual flaw though, the rock texture at the height of the architectural geometry, in the second pic. The texture has vertical lines, this looks rather unnatural, especialy cause the rock texture is horizontaly orientated almost everywher else.

Posted: Mon Feb 19, 2007 6:43 am
by GODLIKE
Kat 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.
I didn't think you had done it. I was merely alluding to your
dark alliance to make more cave-based maps..

Posted: Mon Feb 19, 2007 6:57 am
by Kat
GODLIKE wrote:
Kat 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.
I didn't think you had done it. I was merely alluding to your
dark alliance to make more cave-based maps..
muuhahaha.. the force is strong in this one (donkey)! hehe

Posted: Thu Feb 22, 2007 5:23 am
by ALMighty
I started working with these textures and models I made 2 years ago again.

Image

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. :confused:

Image


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

Posted: Sat Mar 03, 2007 5:09 am
by Kaz
Attempting to come up with a solid looking future shotgun, attempt #1:

[lvlshot]http://kaz.quakedev.com/junk/shotgun_render_new.jpg[/lvlshot]

Posted: Sat Mar 03, 2007 6:11 am
by Scourge
Kaz wrote:Attempting to come up with a solid looking future shotgun, attempt #1:

[lvlshot]http://kaz.quakedev.com/junk/shotgun_render_new.jpg[/lvlshot]
Pistol grip is too straight down. Needs to be more angled back and tapered slightly.

Posted: Mon Mar 05, 2007 12:24 am
by A1yssa
We started the alpha...

Image

lol

Posted: Mon Mar 05, 2007 12:30 am
by maz0r
At this state it looks like a jump and run platform game :D

Posted: Mon Mar 05, 2007 12:49 am
by A1yssa
eh eh

my fear is that it would be a jump and run platform in the final...lol

Posted: Mon Mar 05, 2007 1:13 am
by wviperw
Noticeably missing some walls... :D

Posted: Mon Mar 05, 2007 1:22 am
by A1yssa
Here is a map of the paths you can do!

Image

So now you CLEARY understand everything!

MUAHAHAHAHAH!

2:22am I think I need to sleep!
:D

good night!

Posted: Mon Mar 05, 2007 7:22 am
by wattro
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 =)

Posted: Mon Mar 05, 2007 11:09 pm
by Lukin
[lvlshot]http://img411.imageshack.us/img411/5963/l4ctf2ik7.jpg[/lvlshot]

download & info

Posted: Wed Mar 07, 2007 6:45 am
by jayP.lq
Lukin that is one of the sexiest Q4CTF map I've ever seen. I love the architecture and the overall look and feel of this map.

I seriously hope you do more CTF mapping in the future :]

Posted: Wed Mar 07, 2007 8:07 pm
by dnky
ALMighty, lovely colours in that.
Couple of more cavey bits from me:
Image
Image

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.

Posted: Wed Mar 07, 2007 8:37 pm
by maz0r
We don't need a beta to tell you that the corridors are way too tight :D

Posted: Wed Mar 07, 2007 8:56 pm
by dnky
hehe. Personally, I much prefer a tighter space to play in ;)

Posted: Fri Mar 09, 2007 1:05 pm
by ALMighty
dnky wrote:ALMighty, lovely colours in that.
Thanks! I means a lot! I think those plants makes a huge difference in your map, more of those I say! :)

Lukin, that looks really cool.

Posted: Sun Mar 11, 2007 6:08 am
by Kaz
[lvlshot]http://kaz.quakedev.com/junk/shotgun_skinWIP.jpg[/lvlshot]

Started skinning a few hours ago after finishing the oh-so-tedious unwrapping process. :)

Posted: Sun Mar 18, 2007 4:40 am
by Kaz
[lvlshot]http://kaz.quakedev.com/junk/shotgun_ingame2.jpg[/lvlshot]

Can be improved, but I'm happy with it for the moment :)

Posted: Fri Mar 23, 2007 2:45 pm
by dnky
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:
Image

Posted: Fri Mar 23, 2007 3:18 pm
by wviperw
Ooh, looks nice! (other than the black sky cutting off the fog of course :) )

Posted: Fri Mar 23, 2007 3:24 pm
by dnky
TY. Yeah, stupid sky and fog thing.

Posted: Fri Mar 23, 2007 3:58 pm
by pjw
There's gotta be a way around that sky thing...

Also, I'd desaturate the green a bit--looks a bit too radioactive right now, IMO.

Posted: Fri Mar 23, 2007 4:51 pm
by seremtan
make the skybox the same colour as the fog, i.e. desaturate the fog, and darken it a little