-HP- Posted June 7, 2010 Report Posted June 7, 2010 That's pretty fucking dark. Had to stair at it for 5 seconds to even see it was a bedroom. Quote
e-freak Posted June 7, 2010 Report Posted June 7, 2010 it's ok for me but yeah it's too dark for ingame usage. you want it to look dark, not to be dark. Quote
dux Posted June 7, 2010 Report Posted June 7, 2010 Looks fine to me I could see what it was immediately. Quote
Psy Posted June 7, 2010 Report Posted June 7, 2010 Looks fine to me I could see what it was immediately. This. Quote
ElectroSheep Posted June 8, 2010 Report Posted June 8, 2010 If this is for the HUB, that's pretty cool. Quote
Serenius Posted June 8, 2010 Report Posted June 8, 2010 It was too dark to make out much more than the chair at work. At home on my super bright monitor it's still quite dark, but I can make out more if I concentrate hard. Quote
Kaz Posted June 8, 2010 Report Posted June 8, 2010 CampaignJunkie: Bright enough to discern most everything, but it'd up the brightness a shade or two. Looks cool I'm creating a level for the NoGhost quake3 mapping competition, and I'm considering going with a "underwater facility of some sort" theme. Below is what I have so far (have not incorporated the theme quite yet)... I'm going to rent "The Abyss" and several other movies to watch this upcoming weekend. Have any suggestions for unique set pieces that would be cool? (When googling around, I found out that NOAA actually has an underwater lab!) http://mapping.maverickservers.com [attachment=0]noghost16.jpg[/attachment] Quote
KungFuSquirrel Posted June 8, 2010 Report Posted June 8, 2010 CJ: It read well on my monitors at work and at home, but people will probably still stab you for it. I think you'll probably want a slight boost overall, and maybe just a hair more intensity to the light coming in from the window. It looks great, though. What's the ETA for the full package? I've been floating around some ideas, but have another personal project to clear out first. Quote
Campaignjunkie Posted June 8, 2010 Report Posted June 8, 2010 Haha, I'm using this for my Radiator mod, actually -- is it unethical to re-purpose something for another mod, or is that smart asset re-use? I mean, don't worry, I'll make the PQL4 hospital more detailed / more interesting / better in every way, I just wanted to mirror a hospital scene I did in a previous episode of Radiator, and I'm running out of time to finish this thing that I've been plugging away at for a year... But I'm convinced, I'll up the brightness. People with awesome monitors will just have to deal with a slightly over-bright scene I guess. I really want people to be able to make out the text on the cards, roughly. KFS: PQL4 seems pretty dead right now, but I'm going to pick it up at the end of June and try to rally everyone together again, hopefully I'll be done with Radiator by then Kaz: architecture seems kind of cookie-cutterish, try to do some more slanted surfaces / build off the grid. I'd look at some of the shapes in the old geocomp2 / sparth's Q3 maps, it's something I've been doing lately and they're still really inspiring in terms of form and how it all works together: http://lvlworld.com/#i=1251 http://lvlworld.com/#i=878 ... and I wish I could find screenshots of bengal's Minima, because that was really one of the most beautiful / sculptural video game levels I've ever seen, shame PlanetQuake demolished sparth's old page Quote
KungFuSquirrel Posted June 8, 2010 Report Posted June 8, 2010 Haha, I'm using this for my Radiator mod, actually -- is it unethical to re-purpose something for another mod, or is that smart asset re-use? Haha, nothing wrong with that. I don't think you need to do too much with the brightness overall... One thing we all do have to keep in mind is we're also viewing it against a very light site background. Even on dimmer monitors it'll look better fullscreen, but just a little boost combined with a darker TV (like you already mentioned) should still be helpful. Prod me with the rallying, I'm working on a Q3 map with Lunaran right now but I've got a short level worth of ideas that might be a good fit. If schedules line up I'm still interested. Kaz: looking at your shots I somewhat disagree with CJ in that I love that it has a sort of classic/old school Q3 look to it. I'd be interested to see more shots, though, and it's a little tough to judge this one without being able to see the proper floor (though the ceilings do look pretty cool) Quote
Sindwiller Posted June 8, 2010 Report Posted June 8, 2010 Kaz: I dig the overall look, but I think it's a bit bland. You could spice it up a bit I guess with a few texture changes in some spots with different color tones or with some changes to the lighting. Quote
Minos Posted June 9, 2010 Report Posted June 9, 2010 Tonights update: - New wall set - Using placeholder plant meshes by Epic at the moment - tweaked the floors diffuse map, which was way too dirty Quote
Grinwhrl Posted June 9, 2010 Report Posted June 9, 2010 Very nice Mino, its really starting to shine. Quote
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