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Posted: Thu Jun 14, 2007 10:42 pm
by broar
Thanks for the suggestions!
@ dichtfuxx: thx!
@ voodoochopstiks: i tried a "light -dirty" fake ambient occlusion lightmap render and the seam between the two materials were totaly dark. The screenshot above is an out of the box radiant compile. I think i´ll use the -dirty key in final compile and add some interesting diverting details like wires or controlpanels. Everything is in an VERY early state and any opinion is welcome.
AND: Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn. :icon25:
@ foo: You´re right. The terrain mesh will at least be an dotproduct2 shader with rock/grass texture. Maybe additional materials via alphamod brushes. Maybe i get this hot stuff to work. Some textures a simply just placeholders for now.
@bork[e]: thx!
It is nice to map in an 3D app! I´m getting away from simple axial block thinking. I suggest everyone getting in touch with mesh modelling in respect of bsp management.
Btw: i´m the first using my texture pack

Posted: Thu Jun 14, 2007 10:48 pm
by dichtfux
broar wrote:Btw: i´m the first using my texture pack

No, you're not - though you're the first who posted screenies of a map that used it. I used it for a quickie map, but it's not public yet because it's in a very early state. I'm low on time and currently working on those CTF maps...
Don't forget to fix the small issues I told you about, btw!
Posted: Thu Jun 14, 2007 10:57 pm
by broar
I forgot your small tourney draft! :icon32:
I´m also sorry for getting late with the asset! You´ll have it tomorrow.
Posted: Thu Jun 14, 2007 11:13 pm
by dichtfux
Don't worry about that, don't have much time atm anyways.
Posted: Fri Jun 15, 2007 1:24 am
by corsair
thats one and the same map? pff... good luck at getting them two styles in together in a way that makes sense... looks like a terrible job there

Posted: Mon Jun 18, 2007 2:38 pm
by ALMighty
Posted: Mon Jun 18, 2007 3:19 pm
by Kaz
damn that's -very- cool
Posted: Tue Jun 19, 2007 7:47 pm
by Hipshot
I think it looks better without the fogging =)
Posted: Tue Jun 19, 2007 9:37 pm
by Kaz
I think I'm just going to resign myself to modeling shotguns for the rest of my life:
[lvlshot]http://kaz.quakedev.com/junk/newshotgun.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/newshotgun_wire.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/newshotgun_ingame.jpg[/lvlshot]
Posted: Tue Jun 19, 2007 11:53 pm
by Kaz
Work continues on the forklift... haha
[lvlshot]http://kaz.quakedev.com/junk/forkliftwip2.jpg[/lvlshot]
Posted: Wed Jun 20, 2007 12:14 am
by broar
Much looooooooonger!
Scale the barrel and everything is fine.
Posted: Wed Jun 20, 2007 12:17 am
by Kaz
[lvlshot]http://www.airsoftatlanta.com/images/new_shotgun_1b_jpg.jpg[/lvlshot]

Posted: Wed Jun 20, 2007 12:43 am
by broar
HAHAHAHAHA
Looks like a airsoft fullplastic shotgun.
Posted: Wed Jun 20, 2007 1:30 am
by Kaz
mkay
Posted: Wed Jun 20, 2007 10:44 pm
by ALMighty
Hipshot wrote:I think it looks better without the fogging =)
Have you seen it without fog?! :icon28:
Posted: Thu Jun 21, 2007 4:23 pm
by ix-ir
ALMIghty have you released the assets for your map yet? They look great.
Posted: Sat Jun 23, 2007 10:28 pm
by ALMighty
ix-ir wrote:ALMIghty have you released the assets for your map yet? They look great.
Maybe from a far. :P
I'll release a beta or something...
Posted: Sun Jun 24, 2007 6:09 pm
by leilei
some drider

Posted: Mon Jun 25, 2007 1:00 am
by obsidian
That looks pretty impressive! Fully animated legs? I think she would look better with a haircut, though.
Edit: actually, I don't quite like the ears. Didn't notice them the first time around, but they look kind of odd sticking out like that. I think she would look better with normal human ears instead of Elvish/Vulcan.
Posted: Mon Jun 25, 2007 9:21 am
by g0th-
Looks good. I like it with the exception for the hair

Posted: Wed Jul 11, 2007 12:55 pm
by dnky
For sometime I've been planning a qkennyq inspired project for D3/Q4.
After several hard drive failures I put my ideas to one side to work on other things. Not really feeling much desire to make another proper Q4 map, now seemed a good time to start my old project once again.
Here an in-game render of what I have so far:

The shot is taken looking across the trancept and nave. I have a couple of ceiling sections still to finish, the floor area and four end sections, but this gives the general idea of where I am.
When I'm done with the interior I intend to build a separate exterior, but will come to that when I've completed this first phase.
Posted: Wed Jul 11, 2007 1:43 pm
by corsair
hey man, go ahead and aim for 3 fps at max =)
btw, whatdyou mean by a 'seperate exteriour' ?
Posted: Wed Jul 11, 2007 3:33 pm
by dnky
heh, actually it should run ok:)
By separate exterior I mean I plan to make the exterior separately. 2 distinct areas (maybe linked through a teleporter in a door way, not sure yet). If I dont do it this way tris will spiral somewhat out of control as a result of the non-visblocking functionality of real life based architecture.
Posted: Wed Jul 11, 2007 4:11 pm
by Silicone_Milk
Looking at that shot for some reason reminded me of both Medival and Devil May Cry.
Posted: Mon Jul 16, 2007 5:28 am
by Techx
i'm surprised so many people are still q3/4 mapping, some very impressive work here :icon25: