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    Yo quaal, your still alive Been a while !

    Since you ask for critiques, by looking at the pics :

    - In pic 3, you have 2 powerups side by side. Not a good idea gameplay wise. You need to spread them.
    - In pic 3, you use a mesh material on the floor, it look out of place.
    - In all pic, lighting look rudimentary, like only a skylight actor is in there ?

    Nice map name

    Comment


      Meshing is looking good M8!
      Just need to work on the lighting some more I reckon. Get more shadows in etc..

      Comment


        I am still alive!! it's been a long time. The lighting is only working lighting right now. Those screenshots are just a room and a hallway - it's all I've meshed so far.
        Steve - I'll definitely move those powerups - I agree it's a little extreme haha. The mesh you are talking about is the walkway that's clipping the floor? If it is I am planning on digging out the bsp and adding more meshes to make it look good. That area and behind the camera I'm still doing a lot of work on.
        Pork - thanks a lot! Takes a long time laying those meshes down ****. Hopefully I'll get a little more complete version up on my site soon. Right now it's the bsp only version.

        I'll post when I have an update. Thanks guys!

        Comment


          finally, my remake/conversion of CTF-MarketDistrict:
          More info, here!

          [screenshot]http://img806.imageshack.us/img806/9804/ctfmarketdistrict0000hi.jpg[/screenshot] [screenshot]http://img267.imageshack.us/img267/1869/ctfmarketdistrict0001hi.jpg[/screenshot]
          [screenshot]http://img585.imageshack.us/img585/606/ctfmarketdistrict0002hi.jpg[/screenshot] [screenshot]http://img845.imageshack.us/img845/1397/ctfmarketdistrict0003hi.jpg[/screenshot]
          [screenshot]http://img857.imageshack.us/img857/3225/ctfmarketdistrict0004hi.jpg[/screenshot] [screenshot]http://img593.imageshack.us/img593/9333/ctfmarketdistrict0005hi.jpg[/screenshot]
          [screenshot]http://img687.imageshack.us/img687/9333/ctfmarketdistrict0005hi.jpg[/screenshot]

          Check out the BETA thread here!

          Comment


            Hey man. That looks really good. The dirt in a couple of those screenshots really needs to be broken up a little. It's way too repetitive how it is now. Could you throw another walkway through the middle or something? In the hallways indoors you could probably add in some trim on the floor and/or ceiling too to give it a little more detail

            Comment


              Originally posted by quaal View Post
              Hey man. That looks really good. The dirt in a couple of those screenshots really needs to be broken up a little. It's way too repetitive how it is now. Could you throw another walkway through the middle or something? In the hallways indoors you could probably add in some trim on the floor and/or ceiling too to give it a little more detail
              Hmm I like your ideas, and the idea of putting another walkway through the middle isnt a bad idea.
              The center area is something that still isn't optimized yet I think. It should be much more vulnerable and open, so people will use the side ways for better cover, instead of a easy main route. I'm open to ideas concerning that area

              As for the dirt, how do you mean, repetitive? Could you explain that a bit more?

              And the trim, how do you see that? Like edges on the stairs, or real railing on the stairs?

              Comment




                might finish this pack off, might not. not sure.

                Comment


                  Breaking up the ground will keep it just as vulnerable but it will be more aesthetically pleasing. Repetitive meaning the texture repeats and its fairly obvious looking (might not be so bad at street level though). If you used terrain, break it up with some grassy patches or something. Or use static meshes to add in something to cover up the textures on the ground a little. Just turn the collision of the grass off if it's on. I would recommend maybe putting in a small ramp or 3 stairs or something to keep it very open and vulnerable but to give it a little more interest.

                  As for trim, open up a package named trim like LT-Trim or something and just take a look. What trim is good for is to transition from the wall to the floor so it doesn't just drive into the floor. Look around your house and see if there is any "trim" on the floor. If your place is really old it will most likely have some along the roof also. Railings work fine but I'm referring to the floor itself. Cutting holes out of the wall and adding something in there helps break up the monotony of walls too. Or using "wall" static meshes.

                  Comment


                    Originally posted by TKBS View Post
                    [ATTACH=CONFIG]6914[/ATTACH]

                    might finish this pack off, might not. not sure.
                    Looks too much like a Half-Life corridor to me. I'd look into finding a more interesting part of the level to take a screenshot from.

                    Comment


                      Originally posted by TKBS View Post
                      [ATTACH=CONFIG]6914[/ATTACH]

                      might finish this pack off, might not. not sure.
                      Actually I love the colour scheme. Really draws your attention. The texture on the floor is a little bland compared to the walls though.

                      Comment


                        it is nothing special, not sure whether ill make a replica or use my own textures.
                        All the scraper maps look quite nice simple, its just a shame i have to pro optimise the hell out of the models, otherwise the files are huge.

                        - map only took a few hours, more than this & i get complacent
                        http://imageshack.us/photo/my-images...raperdeck.jpg/

                        all the Medge stuff is available if anybody wants it
                        // uncooked maps/ models/ textures / vehicles/ weapons etc[Education purposes only ofc]



                        Uploaded with ImageShack.us

                        * i focussed on the internal maps chapter 9 because demigod is doing the outside pack
                        - and thanks for the feedback on such a tiny image- that is a nice and refreshing change

                        Comment


                          Originally posted by WedgeBob View Post
                          Looks too much like a Half-Life corridor to me. I'd look into finding a more interesting part of the level to take a screenshot from.
                          Looks more like a box to me...

                          Comment


                            Mcraft Island




                            * Textures
                            * Models [we have mushrooms ]
                            * Weapons [Super Sheep]
                            * Code

                            -Just to put it in perspective:
                            * CullDistance = 3750
                            * lighting = false
                            * map file size = 8000kb
                            * 5271 Destructible

                            - atm im only pulling around '60- 100+ fps', but given the amount of actors i suppose this will do.

                            - i also tested this with 40,000 cubes-lol
                            - a day and night cycle is possible, however without lights i dont think its the same

                            PS3:
                            - if anyone wants to test it :

                            http://www.gamefront.com/files/21422...aft_Island.rar
                            - let me know how it runs on 256mb ram

                            Comment


                              CTF-Seraph




                              Very early stage of CTF-Seraph.
                              Those dynamic lights which ate my FPS will be removed soon (showing red above)
                              Let me know what you think so far visual wise.

                              Comment


                                Here are some new screenshots.
                                FPS drastically improved after removing dynamiclights. Even running +40 FPS on most places.
                                Its really starting to feel HOLPish.

                                Trimming is working out great.
                                Im excited.




                                Comment

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