hamst3r Posted October 5, 2006 Report Posted October 5, 2006 With that sky, the light_env needs to be darker. And the pink lighting looks very fruity. Quote
Furyo Posted October 5, 2006 Report Posted October 5, 2006 It's with the street lights I have a problem. For one thing they're just too tall in comparison to your buildings. I have yet to see a street light that is THIS taller than any building in the vicinity. Beside, and that's lighting related, a street light this high probably would leave a more subtle halo on the ground, because of the height of the light source. The pinkish color on the ground right now looks right for a night setting, but not this one. Just my two cents. Quote
Meotwister Posted October 5, 2006 Report Posted October 5, 2006 I understand what you're trying to do with the pink lights but it may just be a little too pink atm. I think if the light_env was darker and the pink being a little more subtle than it'd look much better. Street lights do seem a bit awkward being that tall. Quote
Minos Posted October 5, 2006 Report Posted October 5, 2006 You guys are right about the light_env being too bright but my monitor was fucked It looked alright for me. I'll change that and fiddle with the pink lights now. Quote
PS_Mouse Posted October 6, 2006 Report Posted October 6, 2006 I gave in, I finally got around to mapping for source A corridor from what will become dm_barrage (much love to PhillK for the tex set) Quote
spine Posted October 6, 2006 Report Posted October 6, 2006 Nice to see Philps textures in a map. Good work Mino, a setting we all know a bit to well by now though... Looking good. Quote
Tarky Posted October 7, 2006 Report Posted October 7, 2006 Pretty mouse, but obviously not much yet Quote
Belgarion Posted October 7, 2006 Report Posted October 7, 2006 Buahaha I knew you'd come around eventually. Quote
PS_Mouse Posted October 10, 2006 Report Posted October 10, 2006 The thing on the right of the 2nd screenie will be a missile when I get around to making one. (am I the only one who thinks the whole missile silo/chamber is way to shiny?) Quote
Belgarion Posted October 10, 2006 Report Posted October 10, 2006 last shot is borring, but your silo thingie is neato Quote
FrieChamp Posted October 10, 2006 Report Posted October 10, 2006 (am I the only one who thinks the whole missile silo/chamber is way to shiny?) Nope Quote
PhilipK Posted October 10, 2006 Report Posted October 10, 2006 The plastic wrap Well I guess I should've tweaked the specs a bit on the source version But I also think some different lighting and cubemap placing can help a lot Architecture looks very cool so far tho. Quote
Quakis Posted October 10, 2006 Report Posted October 10, 2006 More Duke3D stuff from me, some mansion type of map Im working on - No, not a Resident Evil mod. Custom textures are made by mix and matching the originals and tweaking or changing them. Quite fun to work on. Quote
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