General Vivi Posted July 23, 2006 Report Posted July 23, 2006 nice stuff squirl . it looks very nice . and also to freak man looking good. Quote
VoodooBenshee Posted July 23, 2006 Report Posted July 23, 2006 Freakman, like others said on mtut.de, your map sucks Joke! It looks very nice! Keep up the good work (except that you really should use some custom content) Wfr, Sindwiller no not at all, i think in prey you can use that standard content for a while, same in quake 4 cause in those games custom texture aren´t so important like in source atm. here is brushwork or bizarre architecture important and you can use this exellent with the standard things and models same. i think in 2 years we can talk about custom content depending on what kind of and how much maps are released. in source, too much maps are released with standard texture for example than maps based on d3 engine, so everybody has enough of that standard things in source. so keep on freakman, looks cool Quote
Lois_Must_Die Posted July 24, 2006 Report Posted July 24, 2006 Long time lurker here. Here's some shots of a mostly concept map I was working on for the Opera. Currently working on something that's a bit more ambitious, but could use some critiquing on this material. Alleyway / market type place in the bustling metropolis commonly known as Hong Kong. (To those who know me: Yes, I'm predictable like that. ) --LMD Quote
KungFuSquirrel Posted July 24, 2006 Report Posted July 24, 2006 So... are those cells their own gravity zone? It looks like it from the positioning of the guy in the second shot, but I can't really tell. If so, nice touch! if not... well, it would be a nice touch Quote
von*ferret Posted July 24, 2006 Report Posted July 24, 2006 the 3d skybox is way to crowded I think. Quote
dissonance Posted July 24, 2006 Report Posted July 24, 2006 Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object? Im not sure. Regarding that one GPU needs to stop parallel processes to recalculate NURBS-geometry into vertex-geometry, and regarding also, that the output (vertex-geometry) is often very, very highpoly so it needs a relatively huge amount of RAM to save all data. Even workstation-graphiccards, with a really big amount of RAM (1GB for *one* QuadroFX 5500) have problems with rendering high-detailed NURBS-geometry in realtime. I think, NURBS is atm something for non-realtime rendering like ray-tracing.i didnt mean having one dedicated to converting nurbs to mesh, i meant having one dedicated to just nurbs, then superimposing (i guess) that nurb model on the rest of the frame. or something. i'd hate to have to code that engine. :/ i can't wait for quantum computers ! Quote
Minos Posted July 24, 2006 Report Posted July 24, 2006 @ lois - Yeah I agree with ferret. The 3d sky looks too unrealistic, it looks like the buildings were just thrown together. The map also needs more color imo. Appart from that it looks pretty cool Quote
Zeta Posted July 24, 2006 Report Posted July 24, 2006 I like the first pic but im not a fan of the rest. Remember - buildings aren't normally constructed at angles other than 90 degrees in cities Quote
Freakman Posted July 24, 2006 Report Posted July 24, 2006 So... are those cells their own gravity zone? It looks like it from the positioning of the guy in the second shot, but I can't really tell. If so, nice touch! if not... well, it would be a nice touch Yes, every cell has it's own gravity. If you deactivate the forcefield, the gravity switches to the normal direction. Quote
Sindwiller Posted July 24, 2006 Report Posted July 24, 2006 Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object? Im not sure. Regarding that one GPU needs to stop parallel processes to recalculate NURBS-geometry into vertex-geometry, and regarding also, that the output (vertex-geometry) is often very, very highpoly so it needs a relatively huge amount of RAM to save all data. Even workstation-graphiccards, with a really big amount of RAM (1GB for *one* QuadroFX 5500) have problems with rendering high-detailed NURBS-geometry in realtime. I think, NURBS is atm something for non-realtime rendering like ray-tracing.i didnt mean having one dedicated to converting nurbs to mesh, i meant having one dedicated to just nurbs, then superimposing (i guess) that nurb model on the rest of the frame. or something. i'd hate to have to code that engine. :/ i can't wait for quantum computers ! Well, there are'nt NURBS-based graphics-accelerators anymore and there won't be new in near future. And when there will be, then some hardcore workstation-graphiccards like QuadroFX. Wfr, Sindwiller Quote
Schmung Posted July 24, 2006 Report Posted July 24, 2006 Hi LMD I'll second whats been said so far I think - at present it looks a mite drab and your skybox is too cluttered. I like your brushwork and the very 'busy' and complex buildings, but something seems to be missing. You need to find a way on injecting more colour into the map I think, lots of signs and stuff like. I'm guessing you'[re tryingg to stay away from the neon soaked rainy look, so you're going to find another way of injecting some life into things. You could maybe make it dusk/dawn? Or have it so theres' just been a rainstorm and there are puddles dotted around the place. Maybe some street vendors cart things as well? Quote
skdr Posted July 24, 2006 Report Posted July 24, 2006 Remember - buildings aren't normally constructed at angles other than 90 degrees in cities Uh, what? Quote
KungFuSquirrel Posted July 24, 2006 Report Posted July 24, 2006 So... are those cells their own gravity zone? It looks like it from the positioning of the guy in the second shot, but I can't really tell. If so, nice touch! if not... well, it would be a nice touch Yes, every cell has it's own gravity. If you deactivate the forcefield, the gravity switches to the normal direction. Nice... have you considered leaving the force field out entirely and just having the cell's gravity alone be enough to keep them in? I just imagined the image of a couple Hunters dragging some guy over, then tossing him in, trapping him on the floor 'below.' Not that you could manage that without some custom animation... but still. Seems like it'd be a cool sort of arrogant touch by the captors. Very cool regardless. Looking forward to it! Quote
SnipaMasta Posted July 24, 2006 Report Posted July 24, 2006 Lois, that reminds me (a lot) of Deus Ex - make it in nighttime and have loads of Neon lights! I think the crowded skybox works - although I agree that buildings aren't often rotated like that if they're in a confined space. Quote
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