Quakis Posted January 2, 2007 Report Posted January 2, 2007 I agree about the metal strips. They suddenly cut off at a wierd angle and have an odd thickness which looks very odd. I think they'd look quite nice (imo) if they cut off flat vertically, had equal thickness with some small light texture which imits some hot-orange lighting. Nothing big, just a small tone to add a little bit of atmosphere there on the ceiling, since those bigger lights aren't creating enough feeling. Ofcourse it's WIP though, and you're probably already aware of it. Quote
Ooghijmiqtxxa Posted January 2, 2007 Report Posted January 2, 2007 Hewwo Dux! Yeah those brushes do look a bit funny. I like the idea Quakis. I'll probably turn them into some sort of monitor texture and make them bigger to give off some nice lighting. We'll see what happens! Quote
Skjalg Posted January 3, 2007 Report Posted January 3, 2007 Are those pipes models? They look a little brush-ish Quote
mabufo Posted January 3, 2007 Report Posted January 3, 2007 Well the map I was working on has died. I try to run it and hl2 keeps crashing. I've tried everything to fix the damned thing alt+P shows nothing, the compile log shows nothing. No visible problems. So, I'm about ready to give up on it. Quote
Skjalg Posted January 3, 2007 Report Posted January 3, 2007 you sure the console doesnt give any info when you try to run the map? you using -dev? Quote
Quakis Posted January 3, 2007 Report Posted January 3, 2007 As promised in the texture thread (though I'm not sure how many have looked) The new textures I made for the mansion, ingame. I think the look of them fit well and the main hall actually looks a lot better. I'll be working on a new wooden floor, base wood and carpets to also use there to make it look even more fresh. Maybe a new ceiling, the light looks fine however. For the ceiling I am not completely sure what to have, grey squares like I have there or some wooden squares to blend with the wood trim? I'm not showing much since I'd like to keep things as a surprise and who knows if any members from the Duke community are looking at these shots. Quote
insta Posted January 3, 2007 Report Posted January 3, 2007 I'm glad you're here and posting shots of Duke3d stuff, Quakis. Man it brings back memories. Do you still have that wacky 1024 sector limit to adhere to? That was a pain back in the day. Quote
Quakis Posted January 3, 2007 Report Posted January 3, 2007 The ports have increased the limits which is very useful. When using the editor, the old limits are shown at the bottom as normal but once you go over them the numbers change; Sectors - 4096 Walls - 16384 Sprites - 16384 Unfortunately, that's as high as they will go probably to keep things stable. But it's still a good size to work with to add more detail or make longer maps. Quote
mabufo Posted January 4, 2007 Report Posted January 4, 2007 A little hallway I'm using as an art test with Phil's texture pack. After playing quake 4 for a little I decided to give that dark shadow-ish style a go. It's rough but that's what I came up with. EDIT: is that shot a little dark? Quote
FMPONE Posted January 4, 2007 Report Posted January 4, 2007 A few things I would do: -Remove that freaking horrid yellow/brown/red texture on the pipes. The base orange is PERFECT for the scene, but those other colors make it look awful. -Add some dust motes by the lights to add some detail to the darkness -Add wires up the length of the hallway for some additional detail. -Some props on the floor such as wires, displaced pieces of the metal (like an upturned metal panel), generic sci-fi fare Quote
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