Page 27 of 295
Posted: Sat Sep 10, 2005 1:11 am
by Hipshot
Like the lower, I hate transparent text.
Posted: Sat Sep 10, 2005 1:30 am
by phantasmagoria
Here's what I'm working on:
[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0002.jpg[/lvlshot]
[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0003.jpg[/lvlshot]
[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0004.jpg[/lvlshot]
[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0007.jpg[/lvlshot]
[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0010.jpg[/lvlshot]
[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0017.jpg[/lvlshot]
[lvlshot]http://62.253.162.12/sam.a.williams/images/dolls/more/de_dolls0018.jpg[/lvlshot]
Needs about 5 more hours work, mainly on lighting and tidying up and decorating inside the cupboard/under the bed.
Posted: Sat Sep 10, 2005 1:32 am
by Hipshot
hahaha, that is nice

I love the displacement quilt there! Looks very realistic!
You know what would be very cool, make the books on the shelf physbox, and then players could push down the book on foes down there (or friends

), that would be really fun and cool, imagine a gigantic harry potter book from 50M

)
*SMACKDOWN*
Posted: Sat Sep 10, 2005 1:34 am
by phantasmagoria

Thanks. Pretty much the only thing I play in CS are the rats maps and for counter strike source they're terrible, so I decided to make my own.
Problem with physboxes in source multiplayer is they're VERY tempremental and often fall through solid brushes, any physboxes I do have in it have to interratct with entities and not world brushes or it all goes tits up. It's rather annoying.
Posted: Sat Sep 10, 2005 1:39 am
by Hipshot
phantasmagoria wrote:
Thanks. Pretty much the only thing I play in CS are the rats maps and for counter strike source they're terrible, so I decided to make my own.
Problem with physboxes in source multiplayer is they're VERY tempremental and often fall through solid brushes, any physboxes I do have in it have to interratct with entities and not world brushes or it all goes tits up. It's rather annoying.
I must say that I never had problems with that my physboxes fell through any solid world brush, and I had a few in my previous CSS map. Well anyway, the map looks very LAN-fun.
I will be sleeping now, half-drunk...

Night ya all...
Posted: Sat Sep 10, 2005 1:42 am
by phantasmagoria
night night.
If you see the picture frames, they're physboxes and if you shoot the support they fall down (on the player, hopefully

), they're sitting ontop of func_brushes, if they weren't then sometimes when round started they just fell through world brushes, out of the map and into the void. If they're ontop of entities there's no problem. *shrugs*
Posted: Sat Sep 10, 2005 1:47 am
by Hr.O
phantasmagoria wrote:Here's what I'm working on:
[pics][/pics]
Needs about 5 more hours work, mainly on lighting and tidying up and decorating inside the cupboard/under the bed.
How very umm... padmap

Just been back online @ home after about 4ys so i'm not too up to date regarding the pad(man)mod, but from the pics, it ought to become a padmap
Posted: Sat Sep 10, 2005 2:25 am
by Foo
Gollum that CSS map looks fantastic.
What mission type are you going for?
Posted: Sat Sep 10, 2005 2:57 am
by Hr.O
lousy screen but i got tempted by someone who was building a castle and was complaining about compile times (taking days)
bsp 3 seconds
vis 44 seconds
light (-light -filter -patchshadows -super 2) 115 seconds
Ohh and don't complain about scale, q3 =! human you need to fidle a bit
Hr.O
edit: all is fully navigable (including the roofs and stairs in the towers) but basic and ugly
Posted: Sat Sep 10, 2005 2:57 am
by Black_Dog
The bigass explosion and c4 seem to suggest a de_. :icon26:
Looks good, very clean. The pot plants on the shelf are a nice touch.
Posted: Sat Sep 10, 2005 3:17 am
by Foo
Hr.O wrote:lousy screen but i got tempted by someone who was building a castle and was complaining about compile times (taking days)

Castles rock.
One day I hope to do a really big castle map. Probably forget about making it playable and give it a few miles of caverns and dungeons, ramparts and halls.
Posted: Sat Sep 10, 2005 9:44 am
by Infernis
Bork[e]: thanks for naming the texture!
Shadowdane: The top one looks better imo!
Hr.O: Is that the 'Muiderslot'?
Posted: Sat Sep 10, 2005 10:29 am
by phantasmagoria
Foo wrote:Gollum that CSS map looks fantastic.
What mission type are you going for?
de_
the target is the dolls house. Once it's done I plan to to remake it using pretty much the same layout (possibly mirrored) as a little boys room and have it as a cs_ map.
Re: levelshot choice!
Posted: Sat Sep 10, 2005 11:39 am
by o'dium
Shadowdane wrote:Alright can't decide which one I want to use for my levelshot, for the loading screen.
Help me decide!
[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_trans.jpg[/lvlshot]
[lvlshot]http://shadowdane.shackspace.com/pics/shad3dm2_levelshot_white.jpg[/lvlshot]
Dont like either.
Level shots should be quick and clean. NEVER any text or it looks retarded... why bother putting the same text on there again, when its already on the loading screen?
And as for wireframe, if you do that it looks crap in the res that it should be, so you need to pump up the detail, and is it really worth it?
I prefere cleaner shots. Maps with loading screens like that usually scream "newb" at me.
Posted: Sat Sep 10, 2005 1:03 pm
by Oeloe
LoL, i like Charon's levelshots though.

Posted: Sat Sep 10, 2005 1:04 pm
by Foo
That's uncalled for, especially since you see that kind of loading screen on Rocket Arena.
Posted: Mon Sep 12, 2005 5:17 pm
by dzjepp
^_^ HELLO KITTY!!! >_<
BONZAI-KAWAII!!
Posted: Mon Sep 12, 2005 7:26 pm
by reptile

Trying modelling a feeth.
--------------
Yourself
Posted: Mon Sep 12, 2005 8:32 pm
by rgoer
what is a feeth
Posted: Tue Sep 13, 2005 12:05 am
by urgrund777
reptile - try to start more simple, flesh out a very basic shape that 'feels' right for a foot, instead of immediately adding lots of edgeloops before the shape is even correct, it will save you many headaches

Posted: Tue Sep 13, 2005 12:06 am
by StormShadow
Level shots should be quick and clean. NEVER any text or it looks retarded... why bother putting the same text on there again, when its already on the loading screen?
I say get creative with your levelshots.. you put weeks (or months) of work into the map, the least you can do is have an interesting shot.
Posted: Tue Sep 13, 2005 5:05 am
by bork[e]
@ phantasmagoria:

nice.
[lvlshot]http://www.members.cox.net/borke/shrimp/bRail.jpg[/lvlshot]
Posted: Tue Sep 13, 2005 5:42 am
by Guest
It looks good Borke, but I think it'd look even better if that railgun walk way looked more organic. (ie: not such sharp edges and same angles).
Posted: Tue Sep 13, 2005 6:17 am
by Lenard
Seconded.
Posted: Tue Sep 13, 2005 2:14 pm
by Hr.O
Infernis wrote:
Hr.O: Is that the 'Muiderslot'?
No, muiderslot is a tad smaller. anyways I wish I knew what castle it is.