skdr Posted August 9, 2006 Report Posted August 9, 2006 Looks goodio! Now enable your AA next time you take shots Quote
Sindwiller Posted August 9, 2006 Report Posted August 9, 2006 @Lost Very neat. Reminds me of Natural Selection and the Tremulous maps. Nice illumination but could use some more contrast lighting tough. You could also make a broken lamp in the middle who is flickering or something. @Insta Not bad (i hope that those are custom textures ). Nice texturing and neat brushwork. I think it would look better with darker lighting. Wfr, Sindwiller Quote
KungFuSquirrel Posted August 9, 2006 Report Posted August 9, 2006 Insta: looks like a pretty good use of the stock content. Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass. As an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP. Also: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible. Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled). Quote
insta Posted August 9, 2006 Report Posted August 9, 2006 Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass. Thanks for the feedback. A thing I was wondering about the lights; are there any limits as to how many you can have in a scene at once? I understand that if a light shines on more han 3 surfaces at once, it will get quite expensive to render. Is it better to have few lights which shine on many surfaces each, or can you throw in a heap of lights as long as each has a low facecount? As an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP. True. Should provide me with a great opportunity to really learn the scripting/entity work, since right now I can't even trigger entities :S Also: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible. Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled). I'll try that next time. For these screenshots, I dared to go up in resolution to 800x600, but had to turn it back down to 640x480 again when I wanted to actually play the game. Quote
mike-0 Posted August 9, 2006 Report Posted August 9, 2006 looks solid, but the orange pipes throw off the mood Quote
Section_Ei8ht Posted August 10, 2006 Report Posted August 10, 2006 A thing I was wondering about the lights; are there any limits as to how many you can have in a scene at once? I understand that if a light shines on more han 3 surfaces at once, it will get quite expensive to render. Is it better to have few lights which shine on many surfaces each, or can you throw in a heap of lights as long as each has a low facecount? A question I wouldn't mind knowing the real answer to. As far as I know there is no limit. I've just been making sure my lightcount per surface is low and I havent had any problems. As everyone else said. Looks good, but the lighting would really spruce it up and make all the difference in the world. Learning the Doom3 engine/radiant editor. Alot of fun, and a huge change from Hammer/Source. Watch yourself or you'll end up like me, spoiled by radiant, unable to go back to hammer. Quote
Tequila Posted August 10, 2006 Report Posted August 10, 2006 GTKRadiant you mean? You've got to be mental to be spoiled by default Radiant. OH NO I'VE OPENED UP THAT CAN OF WORMS AGAIN! Quote
Polaris Posted August 10, 2006 Report Posted August 10, 2006 GTKRadiant you mean? You've got to be mental to be spoiled by default Radiant I think he meant the Radiants used for Doom 3/Quake 4 etc Quote
Steppenwolf Posted August 11, 2006 Report Posted August 11, 2006 Something i work on currently: Quote
Quakis Posted August 11, 2006 Report Posted August 11, 2006 Very moody, and I love the fog. Great stuff, captures the atmospher pefectly. My only complain is the bottom left corner of the second shit. The transition between the stone and grass is very sharp. Unless ofcourse you were already going to fix that then, nevermind. Quote
Steppenwolf Posted August 11, 2006 Report Posted August 11, 2006 thats only the perspective. its the edge of a curb that is above the grass Quote
KoKo5oVaR Posted August 11, 2006 Report Posted August 11, 2006 insurgency ? i remember those roofs looks really sweet step, nice use of the fog and the foliage Quote
Skjalg Posted August 12, 2006 Report Posted August 12, 2006 Insta; I dont understand; why do you have a shitty computer? You have a job... Can you even run the game you've helped creating? Quote
Zacker Posted August 12, 2006 Report Posted August 12, 2006 Steppenwolf, you got a good mood and atmosphere there. The black/yellow checker texture really stands out though as if it does not belong there. Quote
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