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
Psyshokiller Posted January 4, 2007 Report Posted January 4, 2007 Try to avoid symmetry when doing scifi stuff Mabufo. Pipes do wonders when not hidden behind metal grades. Also you should divide the lighting into 2 or more colors and smaller pools of light instead of one big. Try to add some heigt to the floor. Quote
Lois_Must_Die Posted January 4, 2007 Report Posted January 4, 2007 Did these for fun a while back. Tiny departure from my previous styles. Quote
⌐■_■ Posted January 4, 2007 Report Posted January 4, 2007 those textures look pretty much right from a photo. is it for natural selection? looks pretty good though, but align your textures and work on your lighting! Quote
ShaDoW Posted January 4, 2007 Report Posted January 4, 2007 Are you running that in software mode? Either that or you need to get those textures in a higher resolution. Quote
JeanPaul Posted January 4, 2007 Report Posted January 4, 2007 jean: adjust yer gamma Diss: I have some of the brightest LCD monitors on the market. I am not adjusting anything for an overly dark map. Quote
dissonance Posted January 4, 2007 Report Posted January 4, 2007 jean: adjust yer gamma Diss: I have some of the brightest LCD monitors on the market. I am not adjusting anything for an overly dark map. =/ Quote
Ginger Lord Posted January 5, 2007 Report Posted January 5, 2007 It's not that dark, can't see anything in the top half but that makes it spooky. Quote
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