winner_rex Posted July 30, 2002 Share Posted July 30, 2002 http://home.adelphia.net/~nraec1/corpad2.jpg Here's an in-editor shot. Every single texture is custom. The pad is based upon this screenshot for the upcoming game KOTOR http://www.lucasarts.com/products/swkotor/images/concepts/22.jpg Feedback? Link to comment Share on other sites More sharing options...
Emon Posted July 30, 2002 Share Posted July 30, 2002 It looks like Coruscant done right but gone wrong. Good start. Link to comment Share on other sites More sharing options...
winner_rex Posted July 30, 2002 Author Share Posted July 30, 2002 What is that supposed to mean? Link to comment Share on other sites More sharing options...
Emon Posted July 30, 2002 Share Posted July 30, 2002 It means it looks like the pic you posted (reference one) but gone wrong. You should use some patches for those curve things, and use better textures, not the orange Bespin ones. Coruscant is mostly gray/light blue, the orange/purple sunset is what makes it do that. Colored lighting on light blue/gray textures would be best. Link to comment Share on other sites More sharing options...
winner_rex Posted July 30, 2002 Author Share Posted July 30, 2002 I tried using patch meshes but the textures distort quite a bit and it ends up looking much worse than brush based ones... and there's always artistic license Link to comment Share on other sites More sharing options...
Emon Posted July 30, 2002 Share Posted July 30, 2002 Use the Patch Inspector, SHIFT-S if they are distorted, and make sure you're using GTKRad at least 1.2.9. Artistic licsence, sure, but at least don't use those ugly brown textures. Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 30, 2002 Share Posted July 30, 2002 looks good, but needs more color variation. leave the brown on some stuff, just use some other colors... Link to comment Share on other sites More sharing options...
winner_rex Posted July 30, 2002 Author Share Posted July 30, 2002 OK i've made the textures more grey/blue and I'm applying them now. Here are some shots of a test compile... http://home.adelphia.net/~nraec1/wip/shot0015.jpg http://home.adelphia.net/~nraec1/wip/shot0016.jpg http://home.adelphia.net/~nraec1/wip/shot0017.jpg Link to comment Share on other sites More sharing options...
Eklin Posted July 30, 2002 Share Posted July 30, 2002 Well, right now your screens aren't loading properly (for me anyway), but, looking at what you are basing it off of, if you can pull it off well, it'll be one hell of a fun duel map. Link to comment Share on other sites More sharing options...
winner_rex Posted July 30, 2002 Author Share Posted July 30, 2002 Ok, I did the basic lighting just to give an idea...same urls, http://home.adelphia.net/~nraec1/wip/shot0015.jpg http://home.adelphia.net/~nraec1/wip/shot0016.jpg http://home.adelphia.net/~nraec1/wip/shot0017.jpg what does everyone think? Link to comment Share on other sites More sharing options...
Jedi Howell Posted July 30, 2002 Share Posted July 30, 2002 Looks good...although I don't remember the lights being so incredibly blue... Link to comment Share on other sites More sharing options...
winner_rex Posted July 30, 2002 Author Share Posted July 30, 2002 well thank Emon for that lol Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 30, 2002 Share Posted July 30, 2002 about that skybox... will i have to make a shader for it? i think i do... Link to comment Share on other sites More sharing options...
winner_rex Posted July 30, 2002 Author Share Posted July 30, 2002 yes, but it's not hard. Just use another one's code Link to comment Share on other sites More sharing options...
Emon Posted July 30, 2002 Share Posted July 30, 2002 Just lower the RGB values on the lights, scale them lower by like 1/2 or something. There ARE more shades of blue than just (0,0,255), you know. Link to comment Share on other sites More sharing options...
phZ Posted July 31, 2002 Share Posted July 31, 2002 hm. the pics dont load... Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Share Posted July 31, 2002 i'm lost with sky shader making... could you just send yours? Link to comment Share on other sites More sharing options...
winner_rex Posted July 31, 2002 Author Share Posted July 31, 2002 textures/cor/cor { lightcolor ( .8 0.501961 0 ) q3map_lightsubdivide 512 qer_editorimage textures/skies/sky.tga q3map_surfacelight 200 surfaceparm sky surfaceparm noimpact surfaceparm nomarks skyParms textures/cor/cor 512 - } Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Share Posted July 31, 2002 ok... here's what i did: i copied that and put it into skies.shader made a folder called cor put the 6 textures in cor textured the sky with a shader called cor (like any other sky) compile and run i get the orange lighting, but there is no sky image. instead, the skbox walls are white. did you get this? and thatnks for the sky + shader Link to comment Share on other sites More sharing options...
winner_rex Posted July 31, 2002 Author Share Posted July 31, 2002 put the shader by itself in cor.shader and put it in a .pk3 that should do it Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted July 31, 2002 Share Posted July 31, 2002 hey thx for everything real nice shader Link to comment Share on other sites More sharing options...
winner_rex Posted July 31, 2002 Author Share Posted July 31, 2002 thanks, no problem Link to comment Share on other sites More sharing options...
SunBurN Posted July 31, 2002 Share Posted July 31, 2002 hey Winner, the pics look great! I was wondering though what speed system you are using for development? I notice that on all of your ss you have an FPS in the 90's usually and I have a very decent system and never seem to get out of the 60's. I am using the appropriate methods of caulking and good level design too on my maps. Anyways, just curious. Link to comment Share on other sites More sharing options...
winner_rex Posted July 31, 2002 Author Share Posted July 31, 2002 256 megs of ddr, 1200 mhz proc running at 900mhz (dont ask), geforce 3...does that help? Link to comment Share on other sites More sharing options...
Eklin Posted July 31, 2002 Share Posted July 31, 2002 Looks pretty good so far, but the textures REALLY need to be worked on. They need to a lot.... uh.... browner (if that's a word), like in the ref. pic. And you DEFINITELY need a different skybox. The sky is more pinkish in the ref. pic, and the clouds are a lot longer and cover a lot more area. And you should also show some of the far off buildings in the skybox as well. Link to comment Share on other sites More sharing options...
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