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Everything posted by Section_Ei8ht
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I like what you got, my only problem is those red lights in picture three. They stand out waaaay too much. I would also kill the fog in those pictures, or at least work it around so that it does not seem that it is just in one central area. Other than that, nice textures, and nice work.
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TEH FIRST MAP THREAD !!1 :D~~ - post yours too ;)
Section_Ei8ht replied to Minos's topic in Level Design
my first released map. ka_iceberg. My god its awful. -
uh, yes they are. open up one of the doom3 official maps and see for yourself. They are cylinder patch meshes.
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werd, strat. werd.
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that is some damn fine brushwork!
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Not true. Doom 3 has r_speeds, you just dont really need to pay attention to them. r_showprimitives 1 gives you r_speeds. 0-60K is excellent, 60K-70K is good, but you want to stay away from 71K or higher. Not that it really matters, though. Lightlevels are more important. Not a bad piece of work there, great for pure deathmatch. I just think that the architecture could be beefed up some. Seems a bit too plain to me. Nice work.
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Got the first section of the hallway that connects the two content areas finished (might tweak the lighting a bit, seems a bit harsh). Been awhile since a post, college life getting in the way. And for those that understand the lighting pass concecpt of doom3, heres a tris 3 and lightcount 1 shot: whatcha think?
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just max? no maya?
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1280x1024 on a 15inch monitor.
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i like the design of it, but i think you just need to size the whole thing down a bit. Design wise everything looks great, its just too big.
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yeah i just found it easier to work with, and I feel it gave me a more natural style of lighting. Granted I had less control, but thats kinda what I wanted. If i place a light here with certain specifications, this is how it should and did look. I liked that.
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that fucker got pwned. back on topic: This has got to be one of the sexiest maps I have ever seen. very nice work.
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what? man, texture lighting was one of the greatest features ever. Damn, now I'm pissed.
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assembly code. I'm getting a white shirt and white pants and am going to print assembly code all over them.
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zaphod is going to ransack your house.
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everything was badass, but there are not enough maps.
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silvers on my list. booyah. CS:S time...
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Painkiller. No questions asked.
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http://pc.ign.com/articles/554/554651p1.html Price list for steam purchases is up: Bronze: 49.95 Silver: 59.95 Gold: 89.95 Starting tomorrow Oct 7th at 11am PST. And you get CS:S full version instantly.
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19. It was crunch time on a web design project. [Edit] That was without a bathroom or food break, too. Didn't even notice until I noticed the time.
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Yeah, I heard about that the other day. I think thats an excellent idea. I can't wait for it.
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thanks, dude. yeah, must be just me then. I think the thick railings fit the scene better because they are only about waist high ingame. Thin railings just didnt look right. I'm working on the sub navagation section of the map (a room of similar size, only with more hallways leading out [For the content links]). I'll have some pictures this weekend. [Edit] oh yeah, KungFu, if you continue to keep up on this thread, I tried to redo the patch meshes on the top of the pillars in the first picture from 3 subdivisions to seven. Maybe you are referring to something different, but I still get it looking exactally the same (looking like its made out of four subdivisons) with 7 subdivisions. Strange.
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gold edition through steam. Was gonna buy it retial, but after all this fuzz vivendi is putting up, Steam all the way.
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Heres what I'm getting at. Here are the same pics with r_showlightcount 1 and r_showtris 1 I dont mind the corridor, its small enough so that the fps is still spectacular, and the visportals in the door keep it that way. But the large room has a total of 5 lights. Two for the window light (one sunlight, one the non shadow casting light) and one above each doorway. As you can see, my light count is in the greens and blues, and it is my understanding that green is good, but blue should only be allowed sparingly.
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I know what you mean. Thats why I have been using the idea of making a very dim light that covers the whole room and does not cast shadows. Turns that pitch black cut off into a softer shadow. I guess I just learned mapping and grew up on games that did not have the sudden pitch black shadow. Just kinda looks wierd to me at certain times.
