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

 
			
					
				
				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... 

 
			
					
				
				Posted: Mon Mar 05, 2007 1:22 am
				by A1yssa
				Here is a map of the paths you can do!
 
So now you CLEARY understand everything!
MUAHAHAHAHAH!
2:22am I think I need to sleep!
 
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:
 
 
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 

 
			
					
				
				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:

 
			
					
				
				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