06-10-2007, 11:55 PM | #101 |
if(0>1){printf("broked");}
Beta Tester
Join Date: Mar 2007
Location: Amerika
Class/Position: O Posts Rated Helpful 3 Times
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Disco time?
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06-11-2007, 05:35 AM | #102 |
Retired FF Staff
Join Date: Dec 2004
Location: cow college
Posts Rated Helpful 13 Times
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i like the style of your textures, not everything needs the ultra realistic look.
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06-11-2007, 01:41 PM | #103 |
Custom mapper
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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After all aliens probably don't have enough vandals to scratch each and every panel in something as big as he's making. It would take all the chavs (read scum) in Britain about 10 years to trash something as big as this map.
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06-11-2007, 03:24 PM | #104 |
D&A Member
Fortress Forever Staff |
Thats one of the things I liked about TFC... complete lack of realism. Like, why the hell would you have two opposing fort-like buildings connected via bridge and waterways IRL?
My biggest gripe with people mapping on the source engine is they try to go for real this, and real that... Use the creativity, and make something COULD be real, or at least looks realistic, yet unlikely. Surreal ftw. I'm looking forward to this map.
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06-18-2007, 12:44 AM | #105 |
Join Date: Apr 2007
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just wondering, ive been choping away making some good textures. the standard size for the textures i have been using is 256x256... some are larger and some are smaller... but mainly sticking with 256.... is this a bad idea ... or should i make them all higher quality ?
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06-18-2007, 01:19 AM | #106 |
Spirit Studios
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i really dont know much about texture crap, but as long as you arent using it on a really big surface with stains on it or whatever. stains/rust on big walls really gets repepative. But from what i c, you dont seem to be using things like that, so dont worry about it too much
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Quote: Originally posted by Bridget [>] Who gives a shit? Tired of hearing about this... Last edited by -=bingo-bango=-; 06-18-2007 at 03:03 AM. |
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06-18-2007, 01:24 AM | #107 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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512X512 probably works best. That way your wall textures will be 1 standard story high. Most valve wall/floor textures are that size so your textures will match them if you make them as big.
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06-18-2007, 04:27 AM | #108 |
Collected in my steps
Join Date: Mar 2007
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yea cuz its repepative.
On a side note.. They map is coming along amazingly well. It's nice to see such high quality custom textures being pumped out. I don't care how big the file size is -- I'll definitely be downloading it to at least test it once it is released. Good work. |
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06-24-2007, 04:30 PM | #109 |
Join Date: Apr 2007
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update
well its been a while from my last update, but ive been knocking out textures left and right, it might not look like much, but it takes a long time to build new textures and get the tiling to appear just correctly.. im going to try and get a test compile today to see how i can get it to look now that i have some spots for lights.. here is some nodrawish like pictures for now..
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06-24-2007, 06:35 PM | #110 |
Useless
Retired FF Staff
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Pretty sweet yo.
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06-24-2007, 06:41 PM | #111 |
Custom mapper
Join Date: Mar 2007
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Good progress, how are you intending to fill the gaps on the very large walls?
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06-24-2007, 08:20 PM | #112 |
FF God
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Not to be harsh, but it still looks too blocky to me.
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06-24-2007, 08:34 PM | #113 |
Join Date: Mar 2007
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I remember playing this map on Unreal Tournament with half gravity. Easily, this was one of the most fun maps and definitely the most memorable maps ever made. This map will be awesome!!
Glad to see its being made! |
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06-24-2007, 11:45 PM | #114 |
Fortress Forever Staff
Join Date: Mar 2007
Posts Rated Helpful 4 Times
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You have a nice sense of architecture but i never believe you're going to have high fps in that room.
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06-25-2007, 12:57 AM | #115 |
Join Date: Apr 2007
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update2 now w/ light
thanks all , blister: i will try my best to get it playable, atm with light and NO vis its runing great... although it is half the map and nobody on it, but i think i can pull it off.. hell my map for empires used every single gridspace and that mod has crazy models spaming er spawning... and it runs good , anyways heres some shots with light, gota love how it takes 2~ mins to compile , 30 more mins to compile with just 1 light ambient.. its still pritty dark and there is a lot more green lights to add , as soon as i create a texture that i can have a guide to place them..
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06-25-2007, 12:57 AM | #116 |
Who the fuck is this guy?
D&A Member
Beta Tester Join Date: Mar 2007
Class/Position: O Preferred Gametype: AvD Affiliations: [AE] Asseaters Posts Rated Helpful 2 Times
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We'll just have to test it out when hes done texturing, see what kind of FPS different machines get.
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06-25-2007, 03:06 AM | #117 |
Join Date: Mar 2007
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I had shitty fps for the UT version way back on my leet iMac (approx 400 mhz) and still that map fucking rocked.
Likewise, even if this map has shitty fps on my newer leet PC, it will still rock! Good luck! Oh and someone shoud remake UT's Face II, the one that was for Unreal Tournament. Not any of its predecessors or its sequels. 2Face i think it was called. Fucking fun as hell map! |
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06-25-2007, 01:04 PM | #118 | ||
Join Date: Apr 2007
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Quote:
-edit Quote:
-edit2 the textures i do have left though are going to take a long time eh Last edited by barronofhellion; 06-28-2007 at 07:34 PM. |
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06-30-2007, 05:03 PM | #119 |
Join Date: Apr 2007
Posts Rated Helpful 0 Times
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update3 now with beta light
well not much new textures this update, but more light to see them with...
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06-30-2007, 05:42 PM | #120 |
Beta than eva'
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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hows the fps doing
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