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Posts posted by xempest
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I do, sadly enough. Been on US-Eredar for a few years. I used to frequent these forums (and irc!) alot more than I do now; but these days are spent lurking, plotting my return. If you've got a spare key (or even a second, for the ladyfriend), I certainly would like to see how it's coming along.

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Sounds great, but "Miasmata" sounds like "MY ASTHMA!"

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And so, another new CS:S map: cs_compound.
This one is a bit more... meh, imo. Theme has been done a billion and a half times, and the building architecture/geometry is bland and boring.


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I've always loved the game- beautiful artwork and architecture. Fun to play, too.

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iirc, models on the HL engine are lit based on the brush directly below them.
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A mecha-toucan?
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fucking behtehehda tards

Awww, they're about 15 minutes away from me... don't forget what ES4 is looking like-

http://www.forumplanet.com/rpgplanet/morrowind/topic.asp?fid=5633&tid=1570142
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I think he can pull it off. The map has potential.
I doubt it- in a fully completed map, the amount of detail that the new engine calls for is tremendous. Having a number of expensive water sources throughout the map will be taxing, no doubt, especially at key clash points. I'd imagine that bridges would home to many a firefight, and where there's a bridge, there's water... and a drop in framerate.
Or maybe it can be done... More power to you. Something like this has never been done before, we've only been at the engine for a few months now. Find that balance of detail, and you'll be set.
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Say goodbye to your framerate with all those venetian canals...

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A bit too sharp, and a bit too hard-lit, in my eyes.
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Damn, this BSPZIP is most intriguing...

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just goes to show how very, VERY easy the job of a texture artist is
That had better be sarcasm. :-?
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What HAPPENED to gower?
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Looking good skdr, what's with that glass pattern though?
Here's a few texture's I've been working on-

The same as above, without highlights: (needs some taking out of internal-repetition junk)

and the newest version of this texture:

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Campaignjunkie-
Looks great- I'd keep that generic ambient lighting as it is. Add in a few spot lights to highlight certain portions of the architecture, along with windows and doors.
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I'll agree with klein on the wooden planks being of a bad color, but I think the first two need major work as well. The first one needs some more variation, maybe a little more depth through some stains/larger imperfections. The second one has no real 'texture' or 'feel' to it, it's more of flat, dirty mess.
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Ahh, thanks.

I'll toy around with water runoff stains, but they seem so cliché to me... they're so common in 'roughed up' textures these days. I'll try it some out anyway. In the meantime, here's a single-sized version for those 128-unit high walls.

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big bump, but good thread.
I put this together today, using a heavy photo base, along with some heavy photoshopping.

It splits up into three 512x512 textures, top, middle and bottom. I'll eventually do a few variations: windows, supports, frames, and doors.
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Player models? I could honestly care less about what I look like when playing the game.
The map looks great though, I hope they continue putting out stuff like this.
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Yeah, they've been having some trouble lately. It'll be back in no time. (Along with the new update servers, hopefully...
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"In 1986 we feared that nothing surved"

survived?
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Great looking stuff.
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20 minute drive? Why don't you... go drop it in their mailbox.

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daano!Well done, as you already know~

TF2 Pyro Update THIS WEEK!?!
in Off-Topic
Posted
Hmm. I like it -alot- but I'm not sure what to think of the skybox in the second shot. First one is amazing, but the closest few lines of trees in the second doesn't look right to me.