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Section_Ei8ht

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Posts posted by Section_Ei8ht

  1. the outside needs to be much more interesting. That model tree in the second pic really does not seem to fit. The streets look a bit too empty, and the buildings need to have alot more brushwork. The textures are not enough to get the structure across.

    I like the textures

    The inside looks okay. Again, the brushwork needs to be beefed up, and I'm not sure how well recieved that light fixture in the inside is going to be. Looks way to out of place.

    This has definite potential. Keep up the good work and I look forward to more screenshots.

  2. any good news, about the map of course. :?

    working on the final room. might be awhile for some screens. Time is becoming more and more scarse (sp?)

    And yeah, i dont think that was the best example of terrain modelling.

  3. 7 fps? Theres something seriously wrong with that.

    Not bad, but waaaaaay too plain for my tastes. Also might want to fix the texture on the far wall. Seems very outta place. Ferret is right, though. Tis what I did. This is my first map for Doom3.

    [edit] Ah, the low fps is cuz you still got d3radiant running. gotcha.

  4. I have a 9800xt and runs great. I was having a few problems getting it to start, but then I found this shortcut command and now everything works fine. Worth a shot.

    "E:\Programs\Games\Doom 3\Doom3.exe" +r_fullscreen 0 +vid_restart +wait +wait +wait +wait +editor

    Course the only problem I was having was the mouse cursor not showing up, but you never know. Could help you out.

  5. its specifically angled that way. Its more evident in the game. the bottom of the trim is a verticle brush, and the top is a patch mesh that curves up to the top in that kinda half U shape.

    All of my patch meshes are only a 3x3 subdiv. I'm going to go through the map and bump them all up to 7x7 or higher if needed. I'm slowly starting to understand and utilize patches more and more.

    I think I know what you mean on the normal maps. I'll see if I can use it effectivly in the next room.

    After I'm done with the cinematic part, I'm going to add on to the map to make it a dm level. I'll be sure to work an outdoor area in there.

    Thanks for the comments.

  6. I was sorting through an old pile of PC gamer magazines, and I came across this article in the October 1997 issue that featured Quake II.

    hl97pg1.jpg

    hl97pg2.jpg

    hl97pg3.jpg

    Yep, this article is the scoop when Half-Life was being built on the Quake I engine.

    And an interesting thing to note. This article claims that Half-Life was to be released in December 1997. The acutal street date for hl was November 19, 1998; close to a one year delay...

    Made me feel very nostalgic.

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