12-12-2006, 10:45 AM | #281 |
Join Date: Jul 2005
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to be honest i have not even touched textures...
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01-15-2007, 08:51 PM | #282 |
Join Date: Jul 2005
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no i'm not dead and i'm still making the map. Decided to take a few weeks away from it through Christmas but am now working my socks off to get the layout of the respawn complete. Going for a hexagon style look. Will post screen shots once i compiled it (Might be tomorrow)
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01-18-2007, 02:22 AM | #283 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Good on yer.
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01-19-2007, 10:24 AM | #284 |
Join Date: Jul 2005
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Ok after seeing it in game i am not pleased with the look so i am now going to be redoing it. Does anyone know of any textures that i can download?
Thanks... |
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01-19-2007, 12:32 PM | #285 |
Join Date: Jun 2005
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There are some in the mapping resources thread See the Texture resources heading:
http://forums.fortress-forever.com/s...ead.php?t=6556 EDIT: I would recommend you look at valve's example maps, and the texturing in those. If you want more examples decompile some of HL'2 maps by extracting them from the gcf's using gcfscape http://nemesis.thewavelength.net/index.php?p=25 and decompiling them with vmex http://www.geocities.com/cofrdrbob/vmex.html As long as you never publish anything from the maps and you simply learn from their way of doing it, it should be OK. |
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01-22-2007, 11:53 AM | #286 |
Join Date: Jul 2005
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OK!, a theme has finally been chosen. I'm going to go for a spacey look and stick with clean white walls and ridged flooring. Still need to get hold of some textures. Downloading a few texture packs to see what i can salvage.
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01-22-2007, 02:27 PM | #287 | |
Join Date: Jun 2005
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Quote:
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01-22-2007, 08:32 PM | #288 |
Join Date: Jul 2005
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Uhmm nothing in perticular, just something like UT2k4 maybe?
Ill upload some shots soon once i finish doing some more changes. am adding more shape to the level now and making it look more futuristic. Maybe once i got some real textures it'll look amazing but i may just make my own textures if i can remember how. Last edited by o_dr.flexyjerkov; 01-23-2007 at 07:52 AM. |
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02-11-2007, 08:15 PM | #289 |
Join Date: Jul 2005
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As you may have noticed i've gone inactive again for a while. This is not because i cant be arsed, I have just got a new pc and in the process of copying over all my documents to begin more work. Hopefully more map screenshots will be out soon!.
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02-12-2007, 01:19 PM | #290 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
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Keep 'em comin.
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02-15-2007, 07:31 PM | #291 |
Join Date: Jul 2005
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New PC means better screenshots.
New screenshots of areas now with some lighting: High resolution (may take while to load) http://flexy.tnradio.net/lights1.jpg http://flexy.tnradio.net/lights2.jpg http://flexy.tnradio.net/lights3.jpg Last edited by trepid_jesse; 02-19-2007 at 03:11 PM. |
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02-15-2007, 08:18 PM | #292 |
Join Date: Nov 2005
Location: Calgary, Canada eh?
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Neato!
*gold star* Why is it that FF hasn't been released yet, but 90% of the community maps look strides better than the majority of user made CS:S maps? (barring de_villa, because that map is choice) |
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02-15-2007, 08:18 PM | #293 |
Join Date: Dec 2006
Location: Uranus
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lookin geud
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02-15-2007, 10:08 PM | #294 |
Join Date: Jun 2005
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I have to hand it to you, that is a vast improvement you are to be congratualated you've done an excellent job I like the way its heading!
Some ideas: Try to add some openings in the ceiling too, make the ceiling very thick though so the building feels substantual adds to the fortress feel. Windows again with the thick walls really add you can either add a small outside space or just have a 3d skybox, you could even have a small cave like thing going on which is maybe fenced off you can do quite alot even with the limitations of a FF map. |
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02-15-2007, 10:12 PM | #295 |
Join Date: Jul 2006
Location: Austin, Texas
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in the last pic the ramp going to the cap point or flag location seems a little steep
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02-15-2007, 10:12 PM | #296 |
Join Date: Jul 2005
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initially owner the roof in the flag room didnt was just the supports and had an open ceiling but it looked naff so i changed it. need to add windows though i think....
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02-15-2007, 11:12 PM | #297 |
Join Date: Dec 2006
Location: Texas, THE USA!!!
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still looks a bit vague to me
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02-15-2007, 11:47 PM | #298 |
Join Date: Jul 2005
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maybe so, but if you've noticed i've still not added any fine details like decals or lighting effects or even models to the map. Give me time and you'll see even more improvements.
+ I'm trying to go for gameplay over the graphics. Well at least get gameplay sorted or how i think it will play before i flood it with random objects... Nonarb the top pic is the flag room, middle pic is resup and bottom one is the ramp room. Not yet sure where cap is going to go but that ramp you see on the bottom pic is the ramp room |
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02-16-2007, 03:25 AM | #299 |
Join Date: Jul 2006
Location: Austin, Texas
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ahh, ok well in that case it's not to steep
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02-16-2007, 07:24 AM | #300 |
Join Date: Jun 2005
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looks cool
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