Fortress Forever

Go Back   Fortress Forever > Editing > Mapping > Maps

View Poll Results: Rock textures?
nature/blendrockdirt007d (old screens) 54 38.03%
de_dust/rockwall01 (new screens) 48 33.80%
nature/rockwall009b (see hammer) 16 11.27%
halflife/-*out_rk* (hl: source & hl1) 14 9.86%
other (please specify in a post) 10 7.04%
Voters: 142. You may not vote on this poll

Reply
 
Thread Tools Display Modes
Old 10-03-2005, 03:14 AM   #361
Jiggles
Retired FF Staff
 
Jiggles's Avatar
 
Join Date: Jan 2005
Location: CowTown
Posts Rated Helpful 0 Times
The room was pretty small too
Jiggles is offline   Reply With Quote


Old 10-03-2005, 06:25 AM   #362
o_racer
 
o_racer's Avatar
 
Join Date: Mar 2005
Posts Rated Helpful 0 Times
Stino the way you remade the ladder into the pit (adding the crete behind it) was perfect. The tunnel entrance thing looks kinda out of place in that same image. I would add more crete around it, not alot, just enough so the entrance doesnt look like its floating so to speak.

Cant wait to play the final version.
o_racer is offline   Reply With Quote


Old 10-03-2005, 06:43 AM   #363
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
The ladder looks great now. The concrete seems to fit into the look of the map so well.

Also, please put some border on this grate in a hurry.
o_nezumi is offline   Reply With Quote


Old 10-03-2005, 02:12 PM   #364
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Etzell
I don't mean the hole, I mean the room. This room looks tiny.
looks... not is its becouse its dark inside ...

Quote:
Originally Posted by Nezumi
The ladder looks great now. The concrete seems to fit into the look of the map so well.

Also, please put some border on this grate in a hurry.
you want a border, the others want remove it
o_stino is offline   Reply With Quote


Old 10-03-2005, 04:50 PM   #365
o_puppychow
 
o_puppychow's Avatar
 
Join Date: Jul 2005
Location: Washington DC
Posts Rated Helpful 0 Times


excellent job. i am quite impressed! can't wait to play this .....one day.

if I had to say anything it's where i put the blue arrow....seems like that ledge floor needs to be brought up higher.

The red circle...i dunno, just personal opionion - i know this is a canyon and rocks fall to the floor etc, but they still seem too jagged in comparison with the smooth weathered look of everything else. true they should still show some roughness, but as they are now, they look like hl1 rocks - not jagged on purpose, but rather limited by the capeabilities of the engine...know what i mean? maybe too many right angles...just one guys opinion.

great work!!
o_puppychow is offline   Reply With Quote


Old 10-03-2005, 05:14 PM   #366
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
^ It's because the shading transitions are hard and it seems like a flatshaded model instead of a smoothshaded one.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 10-03-2005, 05:50 PM   #367
o_own3r
 
o_own3r's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
Why not use new displacements with rock textures instead of those models?
o_own3r is offline   Reply With Quote


Old 10-03-2005, 06:17 PM   #368
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Circuitous
^ It's because the shading transitions are hard and it seems like a flatshaded model instead of a smoothshaded one.
how can i switch it, i have the smd's
o_stino is offline   Reply With Quote


Old 10-03-2005, 06:19 PM   #369
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
It looks like it's flatshaded. That doesn't necessarily mean that it is. I don't know if there's any way you can fix it, as the game should smoothshade everything anyway.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 10-03-2005, 06:22 PM   #370
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Circuitous
It looks like it's flatshaded. That doesn't necessarily mean that it is. I don't know if there's any way you can fix it, as the game should smoothshade everything anyway.
could it be a parameter in the .qc file?
o_stino is offline   Reply With Quote


Old 10-03-2005, 06:25 PM   #371
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
I honestly have no idea. I know almost nothing about modelling. Hopefully someone else can help you out.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Old 10-03-2005, 06:27 PM   #372
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
hopefully
o_stino is offline   Reply With Quote


Old 10-04-2005, 10:11 AM   #373
o_nezumi
 
o_nezumi's Avatar
 
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
Quote:
Originally Posted by stino
you want a border, the others want remove it
Phah! Mine is the only opinion that matters!
o_nezumi is offline   Reply With Quote


Old 10-04-2005, 06:58 PM   #374
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
the original sniper towers are 2 closed rooms (at different floors) and the connection between them is open, can i close it and make it one room (on one level maybe)
o_stino is offline   Reply With Quote


Old 10-04-2005, 11:12 PM   #375
o_own3r
 
o_own3r's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
Well, im in no position to say, but surely you could make a displacement like passage as if its been done in the long time its been played, and genrally make the map look worn and 'battlescared'. What was wrong with using displacements instead of those knasty rock models?
o_own3r is offline   Reply With Quote


Old 10-05-2005, 10:56 AM   #376
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Own3r
Well, im in no position to say, but surely you could make a displacement like passage as if its been done in the long time its been played, and genrally make the map look worn and 'battlescared'. What was wrong with using displacements instead of those knasty rock models?
??????????
o_stino is offline   Reply With Quote


Old 10-06-2005, 06:40 AM   #377
o_own3r
 
o_own3r's Avatar
 
Join Date: Jun 2005
Posts Rated Helpful 0 Times
I was getting the wrong idea about your previous post, i woulnt worry.

Although it would be good if you could make the map look like battles had been fought there for a long time. eg with craters and brocken cliffs. Im sure that your much more creative than me. What do you think of that idea?
o_own3r is offline   Reply With Quote


Old 10-06-2005, 05:13 PM   #378
o_stino
 
o_stino's Avatar
 
Join Date: Feb 2005
Location: Belgium
Posts Rated Helpful 0 Times
Quote:
Originally Posted by Own3r
I was getting the wrong idea about your previous post, i woulnt worry.

Although it would be good if you could make the map look like battles had been fought there for a long time. eg with craters and brocken cliffs. Im sure that your much more creative than me. What do you think of that idea?
i find it a good idea, lets see what the others think!

HEY GUYS? what do you think about this?
o_stino is offline   Reply With Quote


Old 10-06-2005, 07:27 PM   #379
o_shadow34721
 
o_shadow34721's Avatar
 
Join Date: Feb 2005
Posts Rated Helpful 0 Times
As long as you dont go too overboard or change the gameplay very much with it...
o_shadow34721 is offline   Reply With Quote


Old 10-06-2005, 08:18 PM   #380
Circuitous
Useless
Retired FF Staff
 
Join Date: Jun 2005
Class/Position: D Soldier, O Scout
Gametype: AvD
Posts Rated Helpful 9 Times
Send a message via AIM to Circuitous Send a message via MSN to Circuitous Send a message via Yahoo to Circuitous Send a message via Skype™ to Circuitous
Scorch marks, a few small craters, a couple wrecked-up hallways... could be really cool, without making any big changes to the layout.
__________________
Look at all those dead links.
Circuitous is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 02:29 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.