Quakis Posted November 3, 2006 Report Posted November 3, 2006 Still working on that Mansion level for Duke3D. Almost lost the vital art file for it though, since it has all the textures I modified from defaults and don't feel like recreating them. I had a backup on my external drive, lucky. Shot, from stairs looking down. The other side now has windows, I didn't like the hole in the ceiling much so I removed it and will be filled hopefully with something else. Oh and some spritework round tables at the start of the stairs. Quote
D3ads Posted November 9, 2006 Report Posted November 9, 2006 Looks ok, a bit bland at the moment though. Reminds me of the mansion level from Max Payne, an area I remade in HL once, abeit with changes.. Here's a very very very very early shot of my attempt to make a decent jungle for the HL engine (think Vietcong). This is really extremely shit shit picture taken from Hammer and mainly serves as a texture and model test and I thought seeing as I haven't posted anything in ages I would just slip it in here. The logs are far too dark Things to do: > Add tree models, logs, stumps and vines > Make more plants > Make the treetop foliage transparent > Add a skybox (possibly 3D if I can get it to work in Spirit) > Add rock models and bushes > Tidy and redo some of the textures > Add beams of light coming from the canopy above > Add grass in parts where the jungle isn't so closed > Actually compile and do lighting > Create high-res detail textures for everything Not a lot then... Ps: I'm aware Hostileintent has a rather awesome jungle map, I plan to beat that and drown it in a river Quote
Squirrelly Posted November 9, 2006 Report Posted November 9, 2006 Dark and depressing, but that fits you. Quote
Minos Posted November 10, 2006 Report Posted November 10, 2006 Making a decent looking jungle map in Half-Life = Mission: Impossible Quote
Meotwister Posted November 10, 2006 Report Posted November 10, 2006 idk he's doin a pretty good job of it atm... if there were stone walls defining your path the whole way. Thats the main drawback of it now. but that aside it looks good to me for hl1 vietcong. Quote
TeddyBear Posted November 10, 2006 Report Posted November 10, 2006 I think it's a good start d3. Nice foliage props Quote
Zacker Posted November 10, 2006 Report Posted November 10, 2006 Considering that it's the hl1 engine and supposedly very early work, then it's nice work. Quote
D3ads Posted November 10, 2006 Report Posted November 10, 2006 Making a decent looking jungle map in Half-Life = Mission: Impossible Then call me Ethan Hunt Cheers for the possitive comments, here's a tiny update again, mainly to show off more plant models and I lightened the bark.. which is probably too bright now Appologies if this is all turning out dark for you, my flatscreen always makes things look lighter than normal monitors.. Here's some Vietcong shots for comparison: Obviously awhile to go yet... Quote
tomdon Posted November 12, 2006 Report Posted November 12, 2006 Trying to finish a map with some of my models n textures. Quote
ReNo Posted November 12, 2006 Report Posted November 12, 2006 Makes me wanna switch on Oblivion again. And I already played for a couple hours this morning Screenshot looks really harsh however, too sharp or something. I think the difference between bits like the foreground leaves and foreground...ground, just seems too extreme and looks muddled. Quote
Vinny Testaverde Posted November 13, 2006 Report Posted November 13, 2006 that, is fucking hot. Quote
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