Author Topic: Random Dev. Shots  (Read 1432483 times)

CreatureofHell

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Re: Random Dev. Shots
« Reply #1260 on: February 14, 2009, 08:37:44 pm »
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
« Last Edit: February 23, 2009, 07:53:34 pm by CreatureofHell »
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Archangel

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Re: Random Dev. Shots
« Reply #1261 on: February 15, 2009, 06:05:17 am »
A SCRENSHOOT FRUM MY LATEST MAP ATCSKITCHEN

Zero Ame

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Re: Random Dev. Shots
« Reply #1262 on: February 15, 2009, 07:03:19 am »
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

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Re: Random Dev. Shots
« Reply #1263 on: February 15, 2009, 08:04:44 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

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Re: Random Dev. Shots
« Reply #1264 on: February 15, 2009, 10:56:01 am »
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:





« Last Edit: February 15, 2009, 10:58:06 am by Oblivion »
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UniqPhoeniX

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Re: Random Dev. Shots
« Reply #1265 on: February 15, 2009, 11:19:55 am »
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.

amz181

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Re: Random Dev. Shots
« Reply #1266 on: February 15, 2009, 11:38:02 am »

epsy

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Re: Random Dev. Shots
« Reply #1267 on: February 15, 2009, 05:03:45 pm »
The map is very bright though, but I'm working on fixing that.
That's because you compiled it with fullbright on :P
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Zero Ame

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Re: Random Dev. Shots
« Reply #1268 on: February 15, 2009, 05:21:48 pm »
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

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Re: Random Dev. Shots
« Reply #1269 on: February 15, 2009, 06:29:24 pm »
a lot better, you can see everything now :)

cactusfrog

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Re: Random Dev. Shots
« Reply #1270 on: February 15, 2009, 07:48:10 pm »
wow nice work!

Zero Ame

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Re: Random Dev. Shots
« Reply #1271 on: February 15, 2009, 08:10:39 pm »
thanks :)

Evoc

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Re: Random Dev. Shots
« Reply #1272 on: February 15, 2009, 08:17:21 pm »
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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Zero Ame

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Re: Random Dev. Shots
« Reply #1273 on: February 15, 2009, 08:28:10 pm »
yes it is with r_gamma 1 :)

Demolution

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Re: Random Dev. Shots
« Reply #1274 on: February 15, 2009, 10:17:48 pm »
Those shots look amazing. Especially the tunnel. *Drools*

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TRaK

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Re: Random Dev. Shots
« Reply #1275 on: February 15, 2009, 10:50:42 pm »
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.
« Last Edit: February 15, 2009, 10:54:32 pm by TRaK »

cactusfrog

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Re: Random Dev. Shots
« Reply #1276 on: February 16, 2009, 12:06:21 am »
trak please map for tremulous again.

FreaK

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Re: Random Dev. Shots
« Reply #1277 on: February 16, 2009, 12:08:56 am »
damn nice map trak

amz181

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Re: Random Dev. Shots
« Reply #1278 on: February 16, 2009, 12:43:31 am »
:O

what program do you use to create your textures trak?

TRaK

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Re: Random Dev. Shots
« Reply #1279 on: February 16, 2009, 12:55:33 am »
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

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Re: Random Dev. Shots
« Reply #1280 on: February 16, 2009, 04:09:15 am »
they look awesome TRaK

trak please map for tremulous again.

mhm

Taiyo.uk

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Re: Random Dev. Shots
« Reply #1281 on: February 16, 2009, 03:11:22 pm »
Ooh TRaK you *raunchy* lil' thing!

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

Amanieu

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Re: Random Dev. Shots
« Reply #1282 on: February 16, 2009, 04:27:15 pm »
As soon as I get unbusy enough to port the xreal renderer to tremfusion! ;D
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Odin

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Re: Random Dev. Shots
« Reply #1283 on: February 16, 2009, 06:22:13 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

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Re: Random Dev. Shots
« Reply #1284 on: February 17, 2009, 06:06:45 am »
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
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Oblivion

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Re: Random Dev. Shots
« Reply #1285 on: February 17, 2009, 07:23:51 am »
The 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:





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cactusfrog

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Re: Random Dev. Shots
« Reply #1286 on: February 17, 2009, 07:44:03 am »
looks like a first map.

Oblivion

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Re: Random Dev. Shots
« Reply #1287 on: February 17, 2009, 07:50:49 am »
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.
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Kaleo

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Re: Random Dev. Shots
« Reply #1288 on: February 17, 2009, 08:33:54 am »
@TRaK: That texture set looks like an orgasm all over the walls.
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amz181

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Re: Random Dev. Shots
« Reply #1289 on: February 17, 2009, 01:42:07 pm »
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.