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Started by gareth, February 16, 2007, 09:49:18 PM

CreatureofHell

#1260
If he does it that way it's harder to add a third base place than it is to create all at the same time
{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

Archangel

A SCRENSHOOT FRUM MY LATEST MAP ATCSKITCHEN

Zero Ame

Quote from: CreatureofHell on February 14, 2009, 08:37:44 PM
I fhe does it that way its harder to add a third base place than it is to create all at the same time

actually i have the entire map concepted into paper so i can make the whole map and release a normal version of it for trem if i so desire.

cactusfrog

Quote from: Archangel on February 15, 2009, 06:05:17 AM
A SCRENSHOOT FRUM MY LATEST MAP ATCSKITCHEN
[img width=1024 height=768]http://dl.getdropbox.com/u/303348/stove.jpg[/im]
what model did you replace the stove with? Nice job but the textures look high quality hopefully not to many mbs.

Oblivion

#1264
I'm working on a map, and it's my very first.  I am very creative.  But I'm learning and hopefully that everything will be better here in a few months.
The map is very bright though, but I'm working on fixing that.

Here are the screen shots:





World Wide Server Host

UniqPhoeniX

Saw the map and: you'll need wider corridors, cuz long thin corridors are hazardous for large aliens :P. 2 rants/+goons will need a corridor width of over 128 to get past each other. GL with the map tho.


epsy

Quote from: Oblivion on February 15, 2009, 10:56:01 AMThe map is very bright though, but I'm working on fixing that.
That's because you compiled it with fullbright on :P
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
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Zero Ame

The Hall: Added a little more lighting.



Acid Path: Fixed lighting in this room so it wasn't pitch black.




The Tunnel: Added more to tunnel with more lighting and view into human base.



(this will be secondary way into humans base)




Human Base: :)



amz181

a lot better, you can see everything now :)

cactusfrog


Zero Ame


Evoc

Those screenshots are with r_gamma set to 1, I hope, as a lot of Tremulous players (if not most) play with that default brightness. I use r_gamma 1.3, but whenever I am testing my maps, I set my r_gamma to 1 in order to see how it looks, as that is how it will look to most people.
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Amanieu: lolwut
Thorn: nice
your_face: rofl
Thorn: the less places you can say anything the better

Zero Ame

yes it is with r_gamma 1 :)

Demolution

Those shots look amazing. Especially the tunnel. *Drools*

Clan [AC] - For all your air conditioning needs please visit: http://s1.zetaboards.com/AC_NoS/index/
Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
my brain > your brain.
and i am VERY stupid.

TRaK

#1275
Some new textures, with normal, bump, and, eventually, specular maps:
The diffuse textures should be fairly usable on their own in trem.
The pack will eventually be released under an MIT License.

cactusfrog

trak please map for tremulous again.

FreaK


amz181

:O

what program do you use to create your textures trak?

TRaK

I use 3dsmax to create a 3d model of my texture, from which I generate a normal/height map, and an ambient occlusion pass. The rest is done in photoshop, mostly by painting details in by hand over a tiling base texture with the AO pass overlayed.

Zero Ame

they look awesome TRaK

Quote from: cactusfrog on February 16, 2009, 12:06:21 AM
trak please map for tremulous again.

mhm

Taiyo.uk

Ooh TRaK you *raunchy* lil' thing!

Now, who's up for adding normal/specular mapping to Trem?

Amanieu

As soon as I get unbusy enough to port the xreal renderer to tremfusion! ;D
Quote
< kevlarman> zakk is getting his patches from shady frenchmen on irc
< kevlarman> this can't be a good sign :P

Odin

Quote from: Amanieu on February 16, 2009, 04:27:15 PM
As soon as I get unbusy enough to port the xreal renderer to tremfusion! ;D
XreaL's renderer has various client-related things that make it incompatible with ioQuake3. Porting the XreaL renderer to ioQuake3/Tremulous would break compatibility.

mooseberry

Zero Ame, nice work overall, but your ceilings are always boring. Everything else is nice but those are so plain. I understand not wanting to interfere with wall walkers, etc, but try to add something to make it more interesting.  :o
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

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~Mooseberry.

Oblivion

Quote from: epsy on February 15, 2009, 05:03:45 PM
Quote from: Oblivion on February 15, 2009, 10:56:01 AMThe map is very bright though, but I'm working on fixing that.
That's because you compiled it with fullbright on :P

Thanks for telling me that.  Now that I have lighting I have newer screen shots to post.  Hopefully the map looks better.

Screen Shots:





World Wide Server Host

cactusfrog


Oblivion

Well of course.  Sucks right? I have a lot more to learn.  But I love to design maps, I've mapped for another game several years, but when I get the hang of this I'm sure I'll be good.
World Wide Server Host

Kaleo

@TRaK: That texture set looks like an orgasm all over the walls.
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but you can blow it into chunky kibbles!
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amz181

cactus> hey, dont knock. We all started somewhere, its people like you who discourage new mappers. So if you cant stop trolling dont post.

oblivion> Looks alot better than the last set of screens. Ill give you a few quick tips which will hopefully make stuff look better.

as you can probably see, the box textures are messed up. To remedy this, shift+click your box (so highlight it) press S and a window will come up called "surface inspector". On the window there will be lots of different buttons, two of the buttons will be called "fit" click on the top one (not the bottom) and then the texture on your box will fit. If you ever need to change the texture back to normal click on the button called natural.

Your lighting is pretty good in most of the rooms, but the human base looks too bright, so lower the light intensity. Lighting is very important in a map, it can add mood, and really effects how good a map looks. Any map can look terrible because of bad lighting. Also, experiment with lowering the light altogether, it would add a darker mood and make the map look alot better.

Your walls look a little bare so add some stuff to it. If your struggling, add some support structures. You know in ACTS, outside, the wall and the bunker have those bits sticking out of the wall. Use something like that, it really helps make walls look a little more interesting.

Add some pipes or columns. Pipes and comlumns are once again only really there to liven things up. You should know how to do this, just make a square brush, then go to curve>cylinder. Pipes just look good anywhere, but make sure they go from point a to point b, and dont just stop in the middle.
As for comlumns, i mean like roman columns or something like that, ya know the big marble things. Columns would look good in your map, and would help to add places to hide, like in your alien base room it would work well.

Aslo when doing pipes or columns, if the texture stretches, and becomes blurred, highlight the cylinder, press S, then in surface inspector, click natural.

hope it helps :D

keep on mapping, and ignore cactus.