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Posted: Fri Aug 19, 2005 11:26 pm
by dAde
Two new screenshots. Beta soon
<a href="http://img399.imageshack.us/img399/1454/wip94wc.jpg" target="_blank"><img src="http://img399.imageshack.us/img399/1454/wip94wc.jpg" width="400" height="300"/></a>
<a href="http://img396.imageshack.us/img396/9062/wip101bq.jpg" target="_blank"><img src="http://img396.imageshack.us/img396/9062/wip101bq.jpg" width="400" height="300"/></a>
Can't you switch teams, dAde?
I'll consider this

.
Posted: Fri Aug 19, 2005 11:48 pm
by <--Wastrel-->
Hmm, this is interesting... There are a lot of misunderstands in those topic. I'll write an emendation. :icon25:
so: we NOT bought the Quake3 engine for $250.000, just we started the project a bit earlier than the open-source Quake3 engine released. We developed our "Survivor of disaster game" as a mod so far. Now we change the "SOD mod" name to "SOD game".
Sorry for my bad English.
Posted: Fri Aug 19, 2005 11:58 pm
by bork[e]
so, you bought the source for $250.00? (that's the only part I'm having problems with no

)
Thanks for the clear up.
Posted: Sat Aug 20, 2005 12:39 am
by Lenard
dAde wrote:Two new screenshots. Beta soon
<a href="http://img399.imageshack.us/img399/1454/wip94wc.jpg" target="_blank"><img src="http://img399.imageshack.us/img399/1454/wip94wc.jpg" width="400" height="300"/></a>
<a href="http://img396.imageshack.us/img396/9062/wip101bq.jpg" target="_blank"><img src="http://img396.imageshack.us/img396/9062/wip101bq.jpg" width="400" height="300"/></a>
Exactly.
The only thing that is wierd are those two anti-crucifixes right next to eachother...
Posted: Sat Aug 20, 2005 1:14 am
by <--Wastrel-->
bork[e] wrote:so, you bought the source for $250.00? (that's the only part I'm having problems with no

)
Thanks for the clear up.
NOOOOO!!!!!!!!!!!!!!!!!
We use this engine for FREEE
dehülyevagybazze
hogy a szar kergetne meg
Posted: Mon Aug 22, 2005 8:59 am
by o'dium
Nice texture set dude :icon14:
Posted: Mon Aug 22, 2005 1:48 pm
by Eraser
bork[e] wrote:so, you bought the source for $250.00? (that's the only part I'm having problems with no

)
Thanks for the clear up.
No they just started work on their game ahead of the Q3 source release (which was a couple of days ago). They use that to release their game.
Posted: Mon Aug 22, 2005 7:19 pm
by .Chi
Some WIP stuff:
[lvlshot]http://img365.imageshack.us/img365/4561/shot01942sw.jpg[/lvlshot]
All textures are placeholders
WIP rtcw screens
Posted: Sun Aug 28, 2005 11:25 am
by Ariff
Some stuff im working on lately... This map has been in the freezer for almost 2 years, decided to start working on it again...
[lvlshot]http://users.pandora.be/Xlab/shot0000.jpg[/lvlshot]
[lvlshot]http://users.pandora.be/Xlab/shot0001.jpg[/lvlshot]
[lvlshot]http://users.pandora.be/Xlab/shot0002.jpg[/lvlshot]
[lvlshot]http://users.pandora.be/Xlab/shot0003.jpg[/lvlshot]
[lvlshot]http://users.pandora.be/Xlab/shot0004.jpg[/lvlshot]
[lvlshot]http://users.pandora.be/Xlab/shot0005.jpg[/lvlshot]
[lvlshot]http://users.pandora.be/Xlab/shot0006.jpg[/lvlshot]
Posted: Sun Aug 28, 2005 12:29 pm
by voodoochopstiks
@Ariff: RTCW, right? Looks pretty nice.
Posted: Sun Aug 28, 2005 12:38 pm
by o'dium
Ariff, its coming along nciely but keep an eye on your scale. Remember what scale things would be in relation to the player, then the player in relation to you.
I can see quite a few places where things seem extra large, or extra small.
Also keep an eye on texture scales too, as these can make/break a level. For example, take a look at your metal floors. Those rivits are supposed to stop a person from slipping, but here they are the size of a foot, when they should be smaller than an inch IRL
Lastly, edges. While edging can increase tris count in a few places, it can also increase the overall look and feel of the level.
A realistic game like RtCW should look realistic after all.
Posted: Sun Aug 28, 2005 7:38 pm
by Ariff
o'dium wrote:Also keep an eye on texture scales too, as these can make/break a level. For example, take a look at your metal floors. Those rivits are supposed to stop a person from slipping, but here they are the size of a foot, when they should be smaller than an inch IRL

thats a very good comment you have there, i never noticed this myself, but as you are saying, that metal floor is waay out of scale. Noted and fixed
o'dium wrote:
Lastly, edges. While edging can increase tris count in a few places, it can also increase the overall look and feel of the level.
im not really sure what you mean here. You mean that i have to much straight edges, and that i should clip them off more ? Or am i mistaken somewhere.
regards
Ariff
Posted: Sun Aug 28, 2005 8:13 pm
by Lukin
Maybe I'm the last man on Earth who uses 1024x768, but please use [lvlshot][/lvlshot] when posting screenshots.
Re: WIP rtcw screens
Posted: Mon Aug 29, 2005 8:18 am
by AEon
Ariff wrote:[lvlshot]http://users.pandora.be/Xlab/shot0003.jpg[/lvlshot]
All those shots look quite nice. But be very careful with color red light. Presently IMO it looks a bit tacky. Try toning it down to be barely red (e.g. pastel light red).
Posted: Mon Aug 29, 2005 10:04 am
by o'dium
Ariff wrote:
o'dium wrote:
Lastly, edges. While edging can increase tris count in a few places, it can also increase the overall look and feel of the level.
im not really sure what you mean here. You mean that i have to much straight edges, and that i should clip them off more ? Or am i mistaken somewhere.
regards
Ariff
Nah, just simple edge brushes can look better in places:

Posted: Mon Aug 29, 2005 10:29 am
by urgrund777
"edge brushes"
commonly refered to as trim

Posted: Mon Aug 29, 2005 11:17 am
by o'dium
urgrund777 wrote:"edge brushes"
commonly refered to as trim

Yes well i didn't want to make it to easy for him

Posted: Thu Sep 01, 2005 1:12 pm
by Lukin
[lvlshot]http://www.planetquake.com/lukin/img/temp/shot00062.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/lukin/img/temp/shot00063.jpg[/lvlshot]
Having some fun with "Doom 3" :icon26: It's a remake of q2dm3, my all-time-fav-map

Posted: Thu Sep 01, 2005 1:18 pm
by sumatra
:icon14:
Posted: Thu Sep 01, 2005 1:27 pm
by o'dium
Lukin, you pull that off, and I'll make love to your foot.
Also, if you pull that off, I may kinda steal a few bits and bobs and make my own version for Q2E.... MWWWWHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!*chokes*
Posted: Fri Sep 02, 2005 1:02 am
by skinNCNmaster
nice guys!
Posted: Fri Sep 02, 2005 3:26 am
by Hipshot
[lvlshot]http://img382.imageshack.us/img382/9258/shot01339tu.jpg[/lvlshot]
Posted: Fri Sep 02, 2005 10:00 am
by Lukin
o'dium wrote:Lukin, you pull that off, and I'll make love to your foot.
Also, if you pull that off, I may kinda steal a few bits and bobs and make my own version for Q2E.... MWWWWHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!*chokes*
You scary me
I've got nothing against stealing a few bits (borrowing is probably more political correct word :icon26: ), but it won't be 100% faithfull conversion so you'll probably will need to change a lot.
Posted: Fri Sep 02, 2005 1:05 pm
by hemostick
What ? A *chaingun* at the *machinegun* spawn ?!
Posted: Fri Sep 02, 2005 2:27 pm
by Hipshot
Newbs might find themselves in a bad rail trauma in this map...
[lvlshot]http://img264.imageshack.us/img264/4658/shot01382km.jpg[/lvlshot]