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(12-27-2011, 11:40 AM)[CCC]KINGSHOT[CCC] Wrote: Hmm.... I think the tree doesn't fit very well. But maybe that's just my opinion.
I like the tree :/ The contrast is cool IMHO
bye / bad luck and have boredom
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(01-04-2012, 01:53 PM)theShadow Wrote: new water shader Looks great!
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01-06-2012, 03:37 PM
(This post was last modified: 01-06-2012, 03:40 PM by Justin.)
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Justin: Looks very nice, and I like the concept of that map!
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Justin,
I'm really liking the look of the map so far, but I think the wall and ceiling shown in the first and last screen shot could really use something spice up that area a bit. Maybe some skylights or even some items would help.
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01-07-2012, 05:14 AM
(This post was last modified: 01-07-2012, 05:16 AM by Justin.)
D_W. Thanks for liking the map but I'm afraid you lost me in the second part of your post. Could you explain what did you mean? I can't imagine putting items on the ceiling if its what you had in mind...
Also: I 'd like to know how to export model from Blender to Netradiant. Not from netradiant to netradiant cause imo, It's pretty useless that way
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Ah sorry for not being more clear then. The area where the character is standing the first screen shot looks a little bare. I think it needs something to spice it up. Placing some items (on the ground of course) or adding decorations to the walls or ceiling should help.
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A new map is in progress!
(Click the image to view it in fullsize!)
Oh and look at these pretty shadows (on the left side)!
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oh my...
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag"
Frogg on Instagram
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JAW DROPPING AMAZING!!!!!!! NEED MOOOOAAAARRR!!!! lol
On a more serious note, Awesome Map Pics, can't wait until its finished.
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01-11-2012, 04:06 PM
(This post was last modified: 01-11-2012, 04:07 PM by Lord Canistra.)
Now that's something well-styled.
What's about grate shadows on 2nd pic? Didn't notice that q3map2 consider alpha channel during shadow casting o,o
Teh scene looks quite pretty, just consider using softened sun shadows. Look for _deviance and _samples in netradiant light entity comments if not sure how to set it up.
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@ Maddin: When I seen those screenshots, I literally jaw dropped IRL. Please post it on autobuild server soon
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Squigger Wrote:JAW DROPPING AMAZING!!!!!!! NEED MOOOOAAAARRR!!!! lol 
On a more serious note, Awesome Map Pics, can't wait until its finished. Thank you!  It´s nice to hear that people are looking forward to test this map, at one point I was even afraid that I would fail building the map.
Lord Canistra Wrote:What's about grate shadows on 2nd pic? Didn't notice that q3map2 consider alpha channel during shadow casting o,o Actually you have to write a special shader for that which contains ´surfaceparm alphashadow´. To make it work you also need a texture with a alpha channel.
Lord Canistra Wrote:Teh scene looks quite pretty, just consider using softened sun shadows. Look for _deviance and _samples in netradiant light entity comments if not sure how to set it up. Ehm, I used my own compile parameters and they also contain -samples!  The shadows in the second screenshot are mainly from the sun and as you can see they are already very sharp and detailed. If anybody wants the compile parameters which makes such nice shadows, feel free to ask!
MirceaKitsune Wrote:@ Maddin: When I seen those screenshots, I literally jaw dropped IRL. Awesome! Exactly what I wanted to achieve!  By the way, I had the same experience when I first saw these shadows!  Never got a good result like that one before.
MirceaKitsune Wrote:Please post it on autobuild server soon  I think it will last a bit to be ready for a beta version. At the moment there are only the rooms which you can see in the screenshots. But I will work eagerly to get it finished.
I also thought about writing a small ´book´ of my process of this map. Like the commentaries in Half-Life 2 Episode 1/2. It may be very helpful for other mappers to get a better level designer. (... although I´m also still learning how to build a good looking environment  )
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* Mepper requests space parts since we have enough indoor maps
looks awesome btw
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Thanks!  To make you happy: I planned to build up an awesome (!) remake of evilspace.  (But yeah, only planned you know?)
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Pure insanity, man! That's completly overwhelming!
No comparsion to mine... I will have to work hard!
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Practise makes perfect!
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Looking pretty cool Maddin
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
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Jaw droping material, I hope you finish it, and... maybe... upload to git?
![[Image: 561.png]](http://stats.xonotic.org/static/badges/archer/561.png)
"One should strive to achieve; not sit in bitter regret."
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@[CCC]KINGSHOT[CCC], Lee_Stricklin: Thank you!
@C.Brutail: I´m glad you like it and if the map is going to be like I want it to then it will be uploaded to GIT for sure!
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@ Maddin
Very stylish, i like where this is going quite allot! Needs a bit of work on the light tough, them over bright spots don't do the interesting geometry it justice. Looking forward to trying this one, if game-play is half as interesting as the looks, if will be pure awzum =)
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Thanks again!
This light spot on the wall is actually caused by HDR and I can´t really change it due to the light emitting texture (no light entity). :/ And yes, it´s not finished, still early wip.
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Originally started for another project... maybe usable as another vehicle in Xonotic? Not sure yet if I will finish it though
Btw, you can now also download these human basemeshes I did: http://opengameart.org/content/low-poly-...ale-female
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