Page 20 of 295
Posted: Tue Jul 19, 2005 9:19 pm
by o'dium
I already know about the benefits of colour specular Vs. greysacel, but colour doesn't "always" win over B&W.
The strogg levels in VQ2 have English writing around them, go play it again

Posted: Tue Jul 19, 2005 10:20 pm
by ^misantropia^
Always wondered about that. Here you are, on a strange planet with mind-bogglingly alien, uh, aliens and still they scream: "Trespasser!"
Posted: Tue Jul 19, 2005 10:22 pm
by Kat
seven-of-nine @ rep's 'guest who'
Posted: Tue Jul 19, 2005 10:57 pm
by Hipshot
o'dium wrote:I already know about the benefits of colour specular Vs. greysacel, but colour doesn't "always" win over B&W.
Certainly was the case in Sin City
Posted: Tue Jul 19, 2005 11:50 pm
by voodoochopstiks
Yeah Kat, I figured something from star trek for some reason, but then dismissed that idea since I've never really watched star trek and probably would have no idea what I was talking about. Maybe it was the pant legs that gave it away?
Posted: Wed Jul 20, 2005 12:56 am
by Lenard
That was the first thing i thought of.
Posted: Wed Jul 20, 2005 3:24 pm
by Kat
voodoochopstiks wrote:.. Maybe it was the pant legs that gave it away?
It's probably supposed to be a cowboy but until rep say's what it is we're just guessing.! But yeah it's the straight and clean lines, unless it's bad modelling.. hehe

Posted: Wed Jul 20, 2005 5:10 pm
by Hipshot
Just testing the displacement system in Source, you can make some wierd stuff here...
[lvlshot]http://www.zfight.com/misc/images/maps/pn3/pn3_01.jpg[/lvlshot]
Posted: Wed Jul 20, 2005 5:32 pm
by SonicClang
Hipshot, I've always thought the HL2 engine would suite your style really well. Have you made any complete maps in it yet?
That thing looks really... uh... interesting. :P what is it?
Posted: Wed Jul 20, 2005 5:34 pm
by o'dium
Hipshot, does HL2 allow multiple gravity fields (i.e. walk along a wall in one room and a floor in the next like prey?)
Posted: Wed Jul 20, 2005 5:56 pm
by Hipshot
@ Sonic, yea, mentioned on the page before,
this (its a CSS map)
The pic above is more a test of using the terrain system in Source, I was thinking of making a HL2 DM map using the theme I used in my PN2 map for Q3, since I like the yellow light and the fog...
@ Odi, hmm... I don't know. I haven't tried that, and I've seen none. And I'm also sure that valve would have used it in some map inside Hl2 if it was possible within HL2s own ent sphere... I think its possible in a mod, its really not that hard I think. Serious Sam has some serious gravity flips

Posted: Fri Jul 22, 2005 2:46 am
by Lenard
So did Ocarina of Time.
Posted: Sat Jul 23, 2005 6:44 pm
by ScrotcH'
Lil more progress on that concept map, I think I may convert it to either a D3 Singleplayer map in the end.
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp4.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp3.jpg[/lvlshot]
Posted: Sat Jul 23, 2005 7:47 pm
by o'dium
That is more than stunning... That would look amazing with a rockey surrounding and dust clouds everywhere... God damn, i would play that map.

Posted: Sat Jul 23, 2005 8:04 pm
by ScrotcH'
Thanks, thats actually what Im planning, its built into the side of a large mountain/cliff. Im trying to make the terrain in maya, but Im not too famliar with the program so it may take a lil bit to get the hang of things before I can add that in to the map.
Posted: Sat Jul 23, 2005 9:32 pm
by Lenard
I like it like that. It seems surreal that way.
Posted: Sun Jul 24, 2005 11:32 am
by o'dium
Oh come on scrotch, dont be fooled man. Doom 3 can do some great tricks with skies, get rid of that crappy low res sky box and add some sweet cloud effect with sun sprite glow.

Posted: Sun Jul 24, 2005 7:45 pm
by seremtan
try playing with this:
http://www.violator.eclipse.co.uk/disped/
DispEd is a utility designed to be used with Valve's Hammer editor to allow various customisable geometric shapes to be created using Displacements for HL2 and CS:S maps in the style of the Patches of the Q3 engine. The built-in editor for displacements is great for editing terrain but not so good for precise shapes. DispEd is designed to address this issue by allowing the creation of -
* 2d Curves
* Arches
* Bevels
* Triangles
* Corners
Each shape is simply exported as a VMF Prefab ready to be used in your map. The size, arc etc. of each shape is customisable in the editor.
Posted: Sun Jul 24, 2005 7:48 pm
by seremtan
ScrotcH' wrote:Lil more progress on that concept map, I think I may convert it to either a D3 Singleplayer map in the end.
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp4.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp3.jpg[/lvlshot]

:icon14:
darkplaces?
Posted: Sun Jul 24, 2005 8:01 pm
by o'dium
Doom 3.
DP lol.
Posted: Sun Jul 24, 2005 11:36 pm
by seremtan
well he said he was gonna convert it to d3 so i thought it was one of those pre-d3 quake engine jobbies like tenebrae or darkplaces or whatever
Posted: Mon Jul 25, 2005 12:52 am
by voodoochopstiks
he was gonna convert it to q4, not d3.
Posted: Mon Jul 25, 2005 2:56 pm
by Hipshot
@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
ScrotcH' wrote:
I really like this, I like it alot, espec the last pic!
Posted: Mon Jul 25, 2005 3:52 pm
by seremtan
Hipshot wrote:@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
arches, yes. but curved roads, where the texture follows the curve like on a patch, that's a different matter.
Posted: Mon Jul 25, 2005 4:02 pm
by Hipshot
True, true, but I see no usage of that yet, also I tried that app a while ago, for some reason, it won't work on my comp any good... something with the 3d-view. Hmm, actually, it could be cool to make a road like that in my map... I'll think about it, need to get the app working cause fine manual displace editing in Hammer sucks arse.