|
WAIT A SECOND! There are three persons inside this vehicle!?
|
|
(08-16-2012, 06:45 PM)tZork Wrote: yup
It looks like an aircraft, is it like pilot, gunner and bomber?
Or is it some kind of hover vehicle?
|
|
Wow, I open this thread up today and find awesome shots of what looks like a unique map, a beautiful skybox, and a new vehicle.
(08-16-2012, 06:45 PM)tZork Wrote: yup
Transport vehicle? Looking to take on Tribes 2 now in addition to Warsow and UT99? lol
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
|
|
The concept of a transport vehicle is a bit older than tribes 2. On a side note I wonder if the DP engine could handle a 32v32 vehicle CTF match.
|
|
@Mario awesome stuff
(08-17-2012, 05:09 AM)asy7um Wrote: On a side note I wonder if the DP engine could handle a 32v32 vehicle CTF match.
theoretically the engine can handle up to 255 players
<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
|
|
(08-17-2012, 07:31 AM)Cortez666 Wrote: @Mario awesome stuff
(08-17-2012, 05:09 AM)asy7um Wrote: On a side note I wonder if the DP engine could handle a 32v32 vehicle CTF match.
theoretically the engine can handle up to 255 players
How many polygons is that?
More than the engine can handle i think.
|
|
@Justin
Amazing work with lights man!
|
|
I had few constructive conversations with Ferdinand 'cityy' List - http://cityy.explicits.de/3d/ and I tried few ideas (lightning stuff). Here are results (DM map) Probably called SilentSiege:
|
|
That's pretty fantastic what you did with the lightning there Justin
There's just one detail that looks a bit odd in my eyes, those blue lights on the wall-supporting thingy in the second screenshot.. Maybe I have to see those ingame before judging though.
|
|
im guessing a decal entity ....
... could you share some of the tips you learned? ... im curious ...
|
|
08-23-2012, 03:11 PM
(This post was last modified: 08-23-2012, 05:13 PM by zykure.)
Adding badges to Xonstat, currently looks like this:
EDIT: Updated pic, added one more (Also: now with moar colors - w00t!)
|
|
very starwars episodes. IV-VI looking good Justin
|
|
nice work !!
|
(PLAY/Drunk/Rudi_Aut ^^) |
|
|
(08-23-2012, 03:11 PM)zykure Wrote: Adding badges to Xonstat, currently looks like this:
EDIT: Updated pic, added one more (Also: now with moar colors - w00t!)
pls use moar right align less center align.
|
|
08-24-2012, 05:45 AM
(This post was last modified: 08-24-2012, 05:46 AM by Justin.)
Zykure: I like the way it looks in your screenshot. In my opinion: no need for right aligning. You have the 'sense of colors' (Your posts, Signature, nickname...). And this is extremly imoprtant in level designing for insatnce. I would be elated if you test my map - SilentSiege (textures and how they play each other - composition).
Hutty: I will reveal tricks Cityy told me with pleasure (ofcourse firstly I will ask him, but I am sure that he would like every mapper to know this stuff) Just pimp me on IRC, I will tell you, Hutty.
|
|
Quote:pls use moar right align less center align.
Disagreed.
Looks fine to me.
|
|
Thanks for feedback people! I'm open for more suggestions, especially style-wise
Here's a badge created with the latest version, where I changed a few things:
FYI: The badge shows the three most-played gametypes (i.e. using all gametypes sorted by number of games, and taking the top three). If no elo/rank is computed yet (because of too few games), the gametype is shown but with a "no stats yet" overlay (like in fisume's case).
The colors for kill ratio and win percentage change at some (hard-coded) numbers for each, where kill ratio uses a red/green and win percentage uses a yellow/cyan color scheme.
|
|
08-24-2012, 10:42 AM
(This post was last modified: 08-24-2012, 10:44 AM by Archer.)
(08-24-2012, 10:19 AM)zykure Wrote: Thanks for feedback people! I'm open for more suggestions, especially style-wise
Here's a badge created with the latest version, where I changed a few things:
FYI: The badge shows the three most-played gametypes (i.e. using all gametypes sorted by number of games, and taking the top three). If no elo/rank is computed yet (because of too few games), the gametype is shown but with a "no stats yet" overlay (like in fisume's case).
The colors for kill ratio and win percentage change at some (hard-coded) numbers for each, where kill ratio uses a red/green and win percentage uses a yellow/cyan color scheme.
This is to be used in forum signatures right? Always wanted something like that for Xon
It looks fantastic, colors are easy on the eye, perhaps give it an more interesting shape (transparancy) and a rim/border, but that's not important for now I think.
EDIT: If you need anything for the shape/rim just give me the basic background image and I'll make something fancy and practical out of it
|
|
(08-24-2012, 10:42 AM)Archer Wrote: It looks fantastic, colors are easy on the eye, perhaps give it an more interesting shape (transparancy) and a rim/border, but that's not important for now I think.
EDIT: If you need anything for the shape/rim just give me the basic background image and I'll make something fancy and practical out of it
Thanks! Here's the background: dark_wall.png (dunno where Antibody got that from )
You need to tile it, though (tiling is currently done in the prog itself). The output image currently is 560x70 px.
|
|
(08-24-2012, 11:00 AM)zykure Wrote: (08-24-2012, 10:42 AM)Archer Wrote: It looks fantastic, colors are easy on the eye, perhaps give it an more interesting shape (transparancy) and a rim/border, but that's not important for now I think.
EDIT: If you need anything for the shape/rim just give me the basic background image and I'll make something fancy and practical out of it
Thanks! Here's the background: dark_wall.png (dunno where Antibody got that from )
You need to tile it, though (tiling is currently done in the prog itself). The output image currently is 560x70 px.
Could you make it so it will just treat the background as a single whole image that's 560x70 instead of tiling it from the larger image?
Else it might be pretty tricky to make something fancy out of it.
|
|
(08-24-2012, 11:11 AM)Archer Wrote: Could you make it so it will just treat the background as a single whole image that's 560x70 instead of tiling it from the larger image?
Oh sorry, that's exactly what I meant .. I just wanted to say that you have to make a 560x70 image from that background before you start =)
|
|
(08-24-2012, 11:24 AM)zykure Wrote: (08-24-2012, 11:11 AM)Archer Wrote: Could you make it so it will just treat the background as a single whole image that's 560x70 instead of tiling it from the larger image?
Oh sorry, that's exactly what I meant .. I just wanted to say that you have to make a 560x70 image from that background before you start =)
Hahaha awesome, expect something soon then
|
|
08-24-2012, 12:15 PM
(This post was last modified: 08-24-2012, 12:33 PM by hutty.)
I would like to have a option to have no background (or invisible png) ...
so it looks more natural in the forum sig space ...
if not the background you have now looks pretty nice
only 2 days till contest is done .... ive got alot of work to do ... (retextureing/detailing wink ... again)
I have to be careful with the snow ... if I make the whole map snowing then it drops to about 1 fps ...
my current plan is to put falling snow ... here ... there ... in small patches ... in places people notice ...
|
|
Yo, hutty! Nicely done! I like this debris lying on the snow. And the tower near the flag. Is it possible to get up there?
|
|