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Posted: Tue Oct 24, 2006 2:25 pm
by mrd
Looks slick. I'm liking the wood texture
Posted: Tue Oct 24, 2006 5:02 pm
by Silicone_Milk
lookin' a lot better in the latest screenshot. I'm really diggin' it so far.
If things continue this way I might fork over some dough and get my hands on Q4.
Again, lookin' good o'dium only two things I would suggest are when fine-tuning textures...
1.) Add a little bit of grime on the wood textures. Maybe a bit of rust marks along the point where iron meets wood and I think maybe some tiny gaps between boards to make it look a little older.
2.) Stones still a little wavy. Making them straight again and adding chinks to the edges + maybe a touch of water streaks/slime near the top of the ceiling
(I'm assuming the curve in where the two walls meet is just temporary while you're testing textures?)
Posted: Tue Oct 24, 2006 5:10 pm
by o'dium
Silicone_Milk wrote:lookin' a lot better in the latest screenshot. I'm really diggin' it so far.
If things continue this way I might fork over some dough and get my hands on Q4.
Again, lookin' good o'dium only two things I would suggest are when fine-tuning textures...
1.) Add a little bit of grime on the wood textures. Maybe a bit of rust marks along the point where iron meets wood and I think maybe some tiny gaps between boards to make it look a little older.
2.) Stones still a little wavy. Making them straight again and adding chinks to the edges + maybe a touch of water streaks/slime near the top of the ceiling
(I'm assuming the curve in where the two walls meet is just temporary while you're testing textures?)
1) This will be done, I may do that now after I finish on steps textures.
2) Stones are staying for the time being, I'll go back at the end and fix those up. For the moment they are giving me the genreal look/feel/colour so they can stay put for now
2b) The curve is supposed to be there, I do know it looks a tad strange with the ceiling texture, but if you have a 90degree join, the map feels very boxey due to the harsh lighting in this area. In other words, it creats a visible seam to the world and stands out, when I want it flush. So for the moment, the curve stays unless I can think of something else.
Posted: Tue Oct 24, 2006 7:44 pm
by Silicone_Milk
o'dium wrote:
2b) The curve is supposed to be there, I do know it looks a tad strange with the ceiling texture, but if you have a 90degree join, the map feels very boxey due to the harsh lighting in this area. In other words, it creats a visible seam to the world and stands out, when I want it flush. So for the moment, the curve stays unless I can think of something else.
You can try making the 90 degree angle then covering it up with a curved pillar such as this in my masterwork of an artpiece (top-down view)
The curved pillar can be used as detail, a support, or you could probably stick a torch on it.
Just a thought =).
Posted: Tue Oct 24, 2006 7:55 pm
by o'dium
Then your adding detail that breaks up the visual side of things again, even more so in fact, and also has nto one, but TWO 90 degree angles where harsh lighting can hit

So instead of the 1 harsh angle, you have 3...? Do you get me...?
Posted: Tue Oct 24, 2006 8:51 pm
by o'dium
Another with WIP teleporter:

Posted: Tue Oct 24, 2006 8:57 pm
by Foo
Nice tele. I wouldn't stick with that floor texture though (assuming you recreated the Q3 version), it's too obvious.
The scale of torch handle/flame seems off too. Flame seems too small in comparison to the stalk, like it's being gas powered or something

Though... add tiny red and blue pipes somewhere inconspicuous going into the wall on the back of them and it'd be right

Posted: Tue Oct 24, 2006 9:03 pm
by o'dium
Well, the floor texture is my own like, but i dunno what you mean about it being "obvious" lol.
As for the Torch... Now that I look at them it DOES look a little off, I'll havea tinker... Then mess with the model.
Posted: Tue Oct 24, 2006 9:05 pm
by Foo
Sorry, wasn't clear. I meant the pentagram grate.
Regarding the torch, it's always hard to get it right because in reality torch flames usually lick well over the edge of the flame guard. But to convey that in-game you're put in the position where you have to overlap the effect on the edge of the torch guard, which adds that ugly anti-aliasing edge where it meets. So I dunno, play around

Posted: Tue Oct 24, 2006 10:01 pm
by Silicone_Milk
o'dium wrote:Then your adding detail that breaks up the visual side of things again, even more so in fact, and also has nto one, but TWO 90 degree angles where harsh lighting can hit

So instead of the 1 harsh angle, you have 3...? Do you get me...?
Yes yes, I came back to correct myself after doing a little math after I made that post. Turns out the edges of the curve will form 2 90 degree angles where they meet each wall resulting in even more harsh lighting.
I thought about it and decided if 90 degree angles form the harsh lighting, why not add 45 degrees? You could change the structure so instead of forming one 90 degree angle you have to fix with a curve, make two 135 degree angles like so:
Clicky
But, having not played with the D3/Q4 engine I'm not sure if that would entirely fix the lighting issue like the curve does.
Posted: Tue Oct 24, 2006 10:06 pm
by Silicone_Milk
Cool teleporter by the way :icon14:
Posted: Thu Oct 26, 2006 1:01 pm
by o'dium
Well, made a few changes. New Tele effect (This looks better upclose, and the reason it looks slightly checker board ish here is because it has a few stages to it, and material animation wasn't on in this shot), changed the wood slightly to appear a bit more grained, erm, changed the grate texture setup so its still Quake 3 ish but more better looking now (IMO anyway), changed the light to a custom one so it matches the scene a bit better...
TODO: Still gotta reword the scales on those lamps. Also gotta redo that gothic_block texture like you all want. Decal the place up a bit, add sounds/items (At the end)... I think I'll continue with the outside bit now.
Posted: Thu Oct 26, 2006 2:05 pm
by wviperw
That floor tile is temporary right?
Posted: Thu Oct 26, 2006 4:00 pm
by mrd
wviperw wrote:That floor tile is temporary right?
I think it may not be...

Posted: Thu Oct 26, 2006 5:02 pm
by o'dium
Everything is temp. Anythign that doesn't work/look right/fit in will be changed, simple as that. For the moment, the stuff works and gives me a basic idea of the visual tone of the area, so, I wont fuss yet.
Posted: Fri Oct 27, 2006 1:08 pm
by o'dium
*tease*
lol even got a Q3 style scrolling clouds skybox to make it really like Q3:

Posted: Sat Oct 28, 2006 9:18 pm
by jjensson
Foo wrote:...add tiny red and blue pipes somewhere inconspicuous going into the wall on the back of them and it'd be right

oh, gross...
jj
Posted: Sat Oct 28, 2006 9:42 pm
by jjensson
o'dium wrote:*tease*
lol even got a Q3 style scrolling clouds skybox to make it really like Q3:

I think it's a good idea, there should be more gothic maps - missed them all the time, since the release of doom3...
Map is looking very good so far. Just make shure you don't use too much ambient on the way to final. :icon25:
jj
Posted: Sun Oct 29, 2006 5:41 pm
by o'dium
Posted: Sun Oct 29, 2006 7:29 pm
by wviperw
Q2?
Posted: Sun Oct 29, 2006 10:03 pm
by o'dium
Bah, Q2 wishes
But yeah, its Q2's flag style, it still fits in with the theme and I wanted something Quake-ish and flag-ish.
Posted: Tue Oct 31, 2006 3:03 pm
by o'dium
Its just looking dull and uninteresting, flat... Any ideas...?

Posted: Tue Oct 31, 2006 5:30 pm
by xchaser
o'dium wrote:Well, made a few changes. New Tele effect (This looks better upclose, and the reason it looks slightly checker board ish here is because it has a few stages to it, and material animation wasn't on in this shot), changed the wood slightly to appear a bit more grained, erm, changed the grate texture setup so its still Quake 3 ish but more better looking now (IMO anyway), changed the light to a custom one so it matches the scene a bit better...
TODO: Still gotta reword the scales on those lamps. Also gotta redo that gothic_block texture like you all want. Decal the place up a bit, add sounds/items (At the end)... I think I'll continue with the outside bit now.
Love the teleporter.
Posted: Wed Nov 01, 2006 1:34 am
by wattro
o'dium wrote:Its just looking dull and uninteresting, flat... Any ideas...?

needs a lavafall from the rocks and maybe a really tall spire over top of the jump pad. that path way is dull, grey, and flat... maybe some bright color on the upper level walls
Posted: Wed Nov 01, 2006 1:57 am
by Kaz
Also make the missing blocks on the wall wrap around the corner, and make the missing tiles in the floor look as though something hit that area, like a large boulder or something.