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				Posted: Sun Sep 18, 2005 1:42 pm
				by Neotic
				Anwulf wrote:Interesting, Neotic. Looks like that site somewhere in the Middle East. Petra, I think it is. In Jordan.
Hahah, I made most of the map before..  but I totally saw a History Special on Petra and rewoked the exterior. Thanks! :icon25:
 
			 
			
					
				
				Posted: Sun Sep 18, 2005 4:05 pm
				by hemostick
				This ogre makes me think of the 
Ogro ppm for Quake 2.
 
			 
			
					
				
				Posted: Sun Sep 18, 2005 4:57 pm
				by Kat
				CAPTION COMP......
urgrund777 wrote:
[lvlshot]http://206.169.164.229/webstrike/matt/orc18.jpg[/lvlshot]
deformable GI pass (SH/PRT)
Orc on left - aw come on, don't be such a wuss.!
Orc on right - NO.! I don't care what your mother said... I'm still not touching it..!
Orc in middle - hmmm, looks ok to me!?
 
			 
			
					
				
				Posted: Sun Sep 18, 2005 5:01 pm
				by sumatra
				:icon25:
			 
			
					
				
				Posted: Sun Sep 18, 2005 6:25 pm
				by Fjoggs
				Haha kat. you won the price 

 
			 
			
					
				
				Posted: Mon Sep 19, 2005 12:20 am
				by Hipshot
				Making normal maps.
[lvlshot]http://img299.imageshack.us/img299/9466/test00000xh.jpg[/lvlshot]
			 
			
					
				
				Posted: Wed Sep 21, 2005 7:15 pm
				by reptile
				Hot:)

@katz, how do you textur the small iland if you use max?
Do you make it ediable mesh unit per unit?
 
			 
			
					
				OT
				Posted: Thu Sep 22, 2005 12:32 pm
				by Yannoche
				rgoer wrote:what is a feeth
The collision  between a foot and the teeth?
Ok I'm out.
 
			 
			
					
				Re: OT
				Posted: Sun Sep 25, 2005 11:22 am
				by reptile
				Yannoche wrote:rgoer wrote:what is a feeth
The collision  between a foot and the teeth?
Ok I'm out.
 
Oh yeha I did mean foot. the thing you have under the leg.
Edit: I'm going to need more english lessions.
 
			 
			
					
				
				Posted: Mon Sep 26, 2005 6:29 pm
				by <--Wastrel-->
				
			 
			
					
				
				Posted: Tue Sep 27, 2005 8:21 pm
				by Hipshot
				That is a nice lightmap Kaz!
[lvlshot]http://img268.imageshack.us/img268/2402/htire00148kq.jpg[/lvlshot]
[lvlshot]http://img268.imageshack.us/img268/7409/htire00158vf.jpg[/lvlshot]
			 
			
					
				
				Posted: Tue Sep 27, 2005 9:44 pm
				by Fjoggs
				looks great hipshot! the lighting looks great.
If anything, the thing i'd nitpick on is the flat railway in the last pic.
			 
			
					
				
				Posted: Wed Sep 28, 2005 12:02 am
				by urgrund777
				really nice atmosphere, i like it! 

man I miss lightmaps 
those flouros have far too much glare, especially for a daytime setting
"the thing i'd nitpick on is the flat railway in the last pic."
It's common to embed the rails so that they are flat with the ground in places like this... similar to a tram line.
 
			 
			
					
				
				Posted: Wed Sep 28, 2005 8:30 am
				by ^misantropia^
				urgrund777 wrote:It's common to embed the rails so that they are flat with the ground in places like this... similar to a tram line.
I take it Fjoggs means they don't blend too well at the intersection.
 
			 
			
					
				
				Posted: Wed Sep 28, 2005 11:24 am
				by Fjoggs
				Yeah, I meant the place where the two rail-tracks meet.
			 
			
					
				
				Posted: Wed Sep 28, 2005 12:15 pm
				by urgrund777
				ah, ok  

 
			 
			
					
				
				Posted: Wed Sep 28, 2005 3:45 pm
				by obsidian
				That's also an awfully sharp turn for a railway car to make. It would derail. /spockmode
Otherwise, absolutely amazing screenshots you have there.
			 
			
					
				
				Posted: Wed Sep 28, 2005 5:44 pm
				by bork[e]
				It's looks like it's ment for a little buggy of some sort...like a track to carry small boxes over to the train in the lower part of the picture...I doubt a train would be sitting up on that little concrete area anyway.  IMO though, nice screens!
			 
			
					
				
				Posted: Wed Sep 28, 2005 6:28 pm
				by Foo
				The problem with those rails is that it's an impossible design. The curved rails crossing the straight rails cut right across them without a gap in the rails. A truck coming along the straight rails would derail when it hit the curved pieces.
For tracks to cross, there needs to be a small gap in both rails.
			 
			
					
				
				Posted: Thu Sep 29, 2005 1:45 am
				by unitool
				I think your screenshots look amazing, but  if you want to get really nitpicky, you need some kind of rail-switching thing there. I have pictures somewhere from when I was doing research for a different project....
There is this thing - it moves the rails a little bit, to switch the railcar from one track to another...
Then there is this thing - it moves to accomodate the track-switching. If I remember correctly, it has the amusing  name of "frog", but I could be confused...it's been a while.
Looks super-cool!
 
			 
			
					
				
				Posted: Thu Sep 29, 2005 10:32 am
				by Myth
				Outstanding work Hipshot!
new Q3 map from me.

 
			 
			
					
				
				Posted: Thu Sep 29, 2005 3:49 pm
				by Pext
				that's some nice architecture and some nice lighting.
i'd love to see this with a sunset / dawn sky
			 
			
					
				
				Posted: Thu Sep 29, 2005 5:50 pm
				by ^misantropia^
				Looks very sexy. One nitpick: the shadow on the far wall is rather coarse. Maybe combine the affected brushes into a func_group with a _lightmapscale key of 0.5 or 0.25?
			 
			
					
				
				Posted: Fri Sep 30, 2005 6:54 pm
				by reptile
				
Another head.Only a bit of playing until it is closed and textured.
It's really hardcore to make 'em.-)
 
			 
			
					
				
				Posted: Fri Sep 30, 2005 7:47 pm
				by <--Wastrel-->
				Kaziganthe wrote:
Use the watercaulk shader on all faces except for the top in the water there, the seams are nasty 

 
Okok, thank you.  
