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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • insta
    • July 16, 2005 at 2:14 AM
    • #421

    The road texture looks better when used on a 256 unit surface. At only 128 units wide, it looks much thinner than a real road. Try placing that car model onto the road for a second and see if it looks "right".

  • mike-0
    • July 16, 2005 at 2:22 AM
    • #422

    shit, that'd mean id have to do my curved road again.

  • KoKo5oVaR
    • July 16, 2005 at 11:09 AM
    • #423

    thats cool, really yellow on my screen but that make the ambience.

    ha, and the tower of the house is floating !

  • mike-0
    • July 17, 2005 at 2:32 AM
    • #424

    the yellow didnt really match the skybox

    [Blocked Image: http://img341.imageshack.us/img341/5581/newthingday00016xh.jpg]

  • KoKo5oVaR
    • July 17, 2005 at 12:23 PM
    • #425

    woooo that s a way better

  • Grin
    • July 17, 2005 at 1:17 PM
    • #426

    Yeah, thats good..keep a level bright for once.

  • von*ferret
    • July 18, 2005 at 1:33 AM
    • #427

    is that a decal on the wall with beveled model? or what? It looks good but I wanna see it ingame before i pass judgement.

  • Minos
    • July 18, 2005 at 1:54 AM
    • #428

    That looks gud peris

  • von*ferret
    • July 18, 2005 at 2:04 AM
    • #429

    mike there is something odd with your spiral tower. can't put my finger on it but it doesn't look right, it might be how it attaches to the base. I'd suggest just making it flush with the terrain sintead of having it raised.

  • Defrag
    • July 18, 2005 at 5:20 AM
    • #430
    Quote

    Erratic's map from earlier[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/dm_torrent0034.jpg]

    Like I said, this is looking great. Any chance you could tell me how you've got your fog/env light set up? I'm currently working on push for FF and need to make a similarly drab style of lighting.

  • KoKo5oVaR
    • July 18, 2005 at 12:35 PM
    • #431

    seems well fit peri, that do it

  • RD
    • July 18, 2005 at 1:20 PM
    • #432

    an angeldoor?

  • JynxDaddy
    • July 19, 2005 at 9:01 AM
    • #433

    That Decal makes it look sweet Peri, good idea

  • Zacker
    • July 19, 2005 at 10:28 AM
    • #434

    Yeah that looks great Peri.

  • Tequila
    • July 19, 2005 at 1:24 PM
    • #435

    Sweet as a nut, Peris.

  • KungFuSquirrel
    • July 21, 2005 at 6:14 AM
    • #436

    Found a few minutes tonight to fiddle.

    [Blocked Image: http://www.button-masher.net/images/wip/d3_eclipse_005.jpg]

    Only noteworthy things is finalizing the textures I'll be using and starting a bit of a light pass... adding in some modeled geometry and starting to eye spots for decals and some more brushwork detail (pipes, wires, bent-up panels, etc).

  • JynxDaddy
    • July 21, 2005 at 7:08 AM
    • #437

    vary good kungfu, one of my favourite ns maps

  • Erratic
    • July 21, 2005 at 7:30 AM
    • #438

    I like the ceiling, how the only things visible are few little random panel lights. You'll probably change that though. Looks neat anyway.

  • RD
    • July 21, 2005 at 9:32 AM
    • #439

    its awesum

    any q4 stuff in there?

  • ReNo
    • July 21, 2005 at 9:45 AM
    • #440

    Ooooh thats coming on really well now andrew, a nice clean techy environment, something that too may people seem afraid of trying. One concern though - are those chairs facing a plain wall?

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