Author Topic: Random Dev. Shots  (Read 1432289 times)

Rocinante

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Re: Random Dev. Shots
« Reply #300 on: December 15, 2007, 06:54:25 pm »
Troy:

That looks very nice.  But one question, since I'm too lazy to open the game and check - is fog something that can be turned off on the client?  I know in other games it is, and I've not seen much of it in Trem to bother taking notice if it's an option.  That would make the "jettard with MD goes high in fog, nobody can see him while he kills" possible even without an aimbot :P
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Lava Croft

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Re: Random Dev. Shots
« Reply #301 on: December 15, 2007, 06:59:19 pm »
No, fog cannot be turned off in Quake3.

X-20

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Re: Random Dev. Shots
« Reply #302 on: December 15, 2007, 07:50:13 pm »
No, fog cannot be turned off in Quake3.
Which is kinda my point.. it could make problems.
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Troy1

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Re: Random Dev. Shots
« Reply #303 on: December 15, 2007, 07:57:42 pm »
Well, as for AB jettards, it will be an easy thing to spot by admins. So not a big deal. The map is experimental, just looking at atmosphere creation and fog effect on the balance. The most common thing on that map when it was played (its an early alpha, not releasing it) was goon sniping and lucy bombardment, when jet flies up high and just randomly drops his payload on the alien base.

As for the final thing I am going to be doing is simply a ground-underground map, something along the lines of Siberia/Antarctica human base, with surface looking like that and normal underground base.

Thanks for feedback :) That map sometimes appears on R Unlimited.

Johnpp

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Re: Random Dev. Shots
« Reply #304 on: December 16, 2007, 01:16:55 am »
No, fog cannot be turned off in Quake3.

Darn. So now there's no way I can play Uncreation. :p I thought it was r_showfog, or something. I'm not sure, probably not. Can't you turn shaders off, though? If not, my dislike of the idtech3 engine is growing every day.

X-20

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Re: Random Dev. Shots
« Reply #305 on: December 17, 2007, 07:51:10 am »
I need a quick pick of opinion here... you se im making a washroom for my new map but i want to know which of my texture/custom texture combinations look the best, And i am switching out the ceiling lights in all of the screenies.. they look horrible to me, i just got them up as pretex. Also one other question.. Could i maybe release texture packs? its just a idea but i think it would be nice if you can... i make textures/have alot of custom ones,  Thanks.

Before

and the green stuffs slick.
After combination #1

After combination #2 (final)

Well thats that.. anyway all of your maps are looking good so far :)
(any suggestions/comments on the grid layout for gameplay welcomed)
(and yes.. i am going to block the range of view more for aliens)
« Last Edit: December 17, 2007, 07:55:34 am by X-20 »
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TRaK

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Re: Random Dev. Shots
« Reply #306 on: December 17, 2007, 07:56:11 am »
I like the floor in the first one, the walls in the second.

The other two floor textures are too busy.

X-20

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Re: Random Dev. Shots
« Reply #307 on: December 17, 2007, 07:58:08 am »
I like the floor in the first one, the walls in the second.

The other two floor textures are too busy.
So... Make the floors the white but keep the walls?
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Plague Bringer

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Re: Random Dev. Shots
« Reply #308 on: December 17, 2007, 12:43:16 pm »
I like the floor in the first one, the walls in the second.

The other two floor textures are too busy.
So... Make the floors the white but keep the walls?
Yeah, that'd look good.
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X-20

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Re: Random Dev. Shots
« Reply #309 on: December 17, 2007, 07:13:10 pm »
I like the floor in the first one, the walls in the second.

The other two floor textures are too busy.
So... Make the floors the white but keep the walls?
Yeah, that'd look good.
Quotespam YAY! anyway... like this? i toned down the white floor a lil bit so it doesnt blind your eyes out which i found out in a private test (me and my friends/few other people constantly test this map thru development stages)
anyway.. Like this?

And heres a pic of the outdoor human starting area, Also whats the differance between weapclip missleclip and fullclip?

Hold hope for me? :>
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Kaleo

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Re: Random Dev. Shots
« Reply #310 on: December 19, 2007, 02:25:05 am »
I finally got Radiant working on Windows, and started a new map this morning...

Looking out from one of the corridors:


The Human base (subject to change):


The corridor with stairs:


The afore mentioned stairs:


And for my enjoyment:


Hope you like the looks of it, and Lava, they aint no hollowed cubes...
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X-20

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Re: Random Dev. Shots
« Reply #311 on: December 19, 2007, 04:13:21 am »
and Lava, they aint no hollowed cubes...
Lolled.. anyway it looks nice
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Odin

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Re: Random Dev. Shots
« Reply #312 on: December 19, 2007, 07:20:10 am »
Kaleo: Reminds me of an older project of mine.

Kaleo

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Re: Random Dev. Shots
« Reply #313 on: December 19, 2007, 08:01:59 am »
Coming from Odin, I'm gonna take that as a compliment. :P
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Lava Croft

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Re: Random Dev. Shots
« Reply #314 on: December 19, 2007, 01:02:48 pm »
Awwww, Sokolov's Space!

'A tear falls from my cheek, come to be an ocean in the middle of the week.

Kaleo

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Re: Random Dev. Shots
« Reply #315 on: December 21, 2007, 02:43:18 am »
Sokolov was a bitchin' map, if somewhat unbalanced.

Hey Lava, you're gonna fix it up before 1.2 right?


Right???
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Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

kaziorvb

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Re: Random Dev. Shots
« Reply #316 on: December 24, 2007, 10:14:57 pm »
some progress on my map for surv's map competition

(the egg and the node are just temporary >_>)







btw these shots may look very dark, but the map actually isnt
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your face

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Re: Random Dev. Shots
« Reply #317 on: December 24, 2007, 10:30:28 pm »
looks kiiinda like karith! :)
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Odin

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Re: Random Dev. Shots
« Reply #318 on: December 25, 2007, 03:14:24 am »
kaziorvb: Yes it is that dark. Tremulous takes screenshots at 1.0 gamma. You should light the map enough for the default gamma value which is what most people use.

E-Mxp

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Re: Random Dev. Shots
« Reply #319 on: December 25, 2007, 11:27:47 am »
NICE, Looks awesome!! Keep up the good work! :)

Survivor

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Re: Random Dev. Shots
« Reply #320 on: December 25, 2007, 11:39:45 am »
Most people use values between 1.2 and 1.6 gamma iirc. Actual poll material I guess since it's useful for mappers.
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kaziorvb

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Re: Random Dev. Shots
« Reply #321 on: December 25, 2007, 12:21:38 pm »
i aint gonna light my map for 1.0, but for about 1.6, since as surv said - its the most common setting (i use value around it too) and to prevent it from running out of colours at higher gamma values (so the 'middle' one is the best choice imo). anyway - you will see when ill release it :P
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Taiyo.uk

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Re: Random Dev. Shots
« Reply #322 on: December 25, 2007, 03:33:22 pm »
Nice work kaziorvb!

TRaK

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Re: Random Dev. Shots
« Reply #323 on: December 25, 2007, 07:14:30 pm »
The problem is, if mappers make a map that has playable lighting at r_gamma 1, it usually ends up looking awful at the higher gamma values the players need for other maps. I usually try to make the map have borderline playable lighting at r_gamma 1, but my maps are usually optimized for r_gamma 1.5, which is what I usually use.

Odin

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Re: Random Dev. Shots
« Reply #324 on: December 25, 2007, 08:29:01 pm »
Just use -gamma 1.2 to increase gamma on lightmaps.

Plague Bringer

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Re: Random Dev. Shots
« Reply #325 on: December 27, 2007, 03:06:17 am »
Pre-release screenshots of Ancient! (By pre-release I mean five minutes before)



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TRaK

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Re: Random Dev. Shots
« Reply #326 on: December 27, 2007, 03:12:10 am »
Erm...

Why put the same screenie three times?

kaziorvb

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Re: Random Dev. Shots
« Reply #327 on: December 27, 2007, 03:55:07 pm »
actually, these are not same screenies (look at the stairway)
« Last Edit: December 27, 2007, 03:57:38 pm by kaziorvb »
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Taiyo.uk

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Re: Random Dev. Shots
« Reply #328 on: December 27, 2007, 06:10:20 pm »
Ok, why three shots of the same door in different positions?

kaziorvb

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Re: Random Dev. Shots
« Reply #329 on: December 28, 2007, 09:34:26 pm »
one more from me



im finally finishing it
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