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(06-03-2012, 01:21 AM)Lee_Stricklin Wrote: Looks awesome, should provide some outdoor mayhem most commonly associated with Tribes.
Exactly what I was thinking about
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Ugh. I can't see the image C.Brutail. NN is (yet again) down.
I should wordfilter pics.nexuizninjaz.com
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06-05-2012, 05:29 PM
(This post was last modified: 06-05-2012, 05:30 PM by CuBe0wL.)
After a few days of trial and error, I have this:
It's an experimental terrain mesh model, made with heightmaps, brushwork converted in radiant to ASE. The texture blending is not at all perfect (don't even mention that odd wall, that's how q3map2 projects textures, I can't help it), but I'll ask about that later. I'll write more about how I achieved this, I'm just too tired right now, and I'd like to clear up a few things.
"One should strive to achieve; not sit in bitter regret."
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Looks cool. Have you had a look here yet?
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(06-05-2012, 05:43 PM)rocknroll237 Wrote: Looks cool. Have you had a look here yet?
I think that might be where he got the idea from lol and too my understanding he has some gameplay experience from the first two Tribes games (Think he mentioned that somewhere on the old AT board).
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
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Not at all. I have never played Tribes, and the map idea has been floating in my head since months, if not years. Tbh, the main influence on this map will be from Ut2k4 "Torlan" map.
Tbh. I'm not really fond of this Tribes hype that's around lately. Sure it might be a hell of a lot fun game, but jut because a map has big, open terrains, it doesn't mean it's a Tribes ripoff. Even Nexuiz had a large map with terrain, though it was pretty unplayable iirc.
"One should strive to achieve; not sit in bitter regret."
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06-06-2012, 12:15 PM
(This post was last modified: 06-06-2012, 12:16 PM by hutty.)
note bzflag also has TONS of open terrain maps
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(06-06-2012, 12:15 PM)hutty Wrote: note bzflag also has TONS of open terrain maps
a totally unrelated post.
bzflag isnt xonotic. #
bzflag doesnt use the same engine. ergo not comparable.
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
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... it was a joke ... >.<
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Got stolen my thunder a bit in another thread, so now is as good an opportunity as ever.
While I had some rare free time, I started revising Xolonium a few weeks ago.
Proper hinting, kerning, more characters and an additional bolder version.
Though it will take some more time to finish.
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I'm not too fond of the 11px, but it looks great otherwise!
AVIAYNTAvLTYJWsva to you too
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Yes, this is mainly down to the rasterizer.
Opera for example seems to use the Freetype autohinter (like default Xonotic),
which works better at 11px, though it is overall blurrier below 12px, and has some problems of its own.
Generally, all I can do is to define hints in accordance to the Postscript Type 1 specifications.
Also experimented with TrueType, but if you have ever operated on stacks with an assembly-like language,
you'll understand the magnitude of pain-in-the-arseness of that approach.
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besides making sentences a little shorter ... I fail to see thediffrence ...
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Shorter sequences AND better visibility. I'd say that's an improvement.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
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I think it's an improvement! Very nice. You know what I think would be welcome in Xonotic... An in game font changer under the 'user' tab. You can change fonts much in the same way you change menus this way.
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spiderman 1/PS3 font ftw. my fav font.
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@sev
I have a problem with xolonium in photoshop and flash
for some reason, the character m does not appear
also, today I heard from wii wii he wasnt able to see my utf-8 characters in xonotic with his old mac, not sure it's because of the engine or the font itself.
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06-08-2012, 05:46 PM
(This post was last modified: 06-08-2012, 05:47 PM by Sepelio.)
Yeah, I started mapping for Shogun 2. Gotta scratch the itch and the S2 editor is reaaalllyyy easy! I has time for it.
Hey, want to learn to map? You might want to start here and here!
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The fern model is now ready too, including a low poly LoD version:
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Awesome. Will it be added to some existing maps?
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I hope I can use these models during the weekend. Maddin, could you please upload them to git?
"One should strive to achieve; not sit in bitter regret."
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Nice... however I think the fern needs to be scaled down a bit compared to the other plants (if you are going for realism ).
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_modelscale
"One should strive to achieve; not sit in bitter regret."
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