View unanswered posts | View active topics It is currently Wed Sep 30, 2020 9:33 pm



Reply to topic  [ 91 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next
 dk_ctf_ng2-Final submission 
Author Message

Joined: Sun May 30, 2010 10:31 pm
Posts: 13
Post Re: dk_ctf_ng2
Looks great donkey! Nicely done.


Sat Jun 05, 2010 8:40 pm
Profile

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
Post Re: dk_ctf_ng2
heya d, i have this texture all cambodian'd up for ya..

:D psd is on desktop if ya want it.
Image


Sun Jun 06, 2010 10:47 pm
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_ctf_ng2
Hey S, for some reason I'm not getting the image.
Mail it maybe? dk<@>leveldk.co.uk
I'm sure it's ace :)
Another shot from me:
Image

I just spent the last 3 hours clipping the map. It's about 95% meshes, although I was never going to autoclip the finished level I was using autoclip to test what I'd built. I ran into engine limits pretty fast though so I had to go through and weap and player clip out everything I'd done so far.
I'm hoping I'm not going to break Q3 when I clone the map for the other base.
Still hopeful I'm going to get bots to play, now I haven't got any autoclipping going on it should be possible. I intend to leave myself enough time to work out how to use -fixaas if required. I'll see I guess.

In terms of visible geometry, I just have the centre area left to do. I'm not that sure yet exactly how I want it to look. I have a couple of huge statues I want to use but r_speeds might kill that idea. After that my to do list is something like:

-Clip out centre area
-Game specific entities
-Team location markers and team specific identification for bases
-Hinting and vis tweaking
-Adding detail models (plants and trees etc), r_speeds allowing
-Sponsor images
-Bot play tweaking
-Beta testing
-Final polishing


Mon Jun 07, 2010 3:12 am
Profile

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
Post Re: dk_ctf_ng2
http://www.rave.ca/en/member_gallery_im ... ll/378580/

as per citys suggestion for color.. this texture has lots :D a strong start D!


Last edited by skinmaster on Mon Jun 07, 2010 2:17 pm, edited 1 time in total.



Mon Jun 07, 2010 12:29 pm
Profile

Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: dk_ctf_ng2
Are you gonna add some colors to that donkey? Looks a bit grey'ish right now. Some moss and other greenery might be cool aswell. (:

_________________
Portfolio
Twitter


Mon Jun 07, 2010 1:14 pm
Profile WWW

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_ctf_ng2
Yes, colour will come from trees and plants.
I have finished all the major geometry and all the clip brush work.
I duplicated and rotated the map and thankfully it still compiles, so now I have a complete CTF level :)
I have hinting to do and some plant /tree models to work on...then I'm about ready to do some public testing.


Thu Jun 10, 2010 4:41 pm
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_ctf_ng2
Word 3:
Image
The map is looking pretty complex now :)


Fri Jun 11, 2010 5:55 am
Profile

Joined: Wed May 05, 2010 1:27 pm
Posts: 82
Post Re: dk_ctf_ng2
~22k brushes :).


Fri Jun 11, 2010 8:08 am
Profile WWW

Joined: Thu Apr 29, 2010 2:40 pm
Posts: 68
Post Re: dk_ctf_ng2
Crist, it _looks_ huge!


Fri Jun 11, 2010 8:18 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_ctf_ng2
The brushes are mostly clip brushes covering my map models. Visible brushes are pretty minimal. Really really struggling with vis...got r_speeds down to 8000 in some places, but a couple of spots it reaches over 30,000 still. On average the map runs in the high teen thousand to 20 thousand...which considering it hit 70,000 at one point is not too bad.
Just got a bit carried away with detail :)


Fri Jun 11, 2010 10:02 am
Profile

Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_ctf_ng2
Final bit from me today...day off spent working on this.
Image

The railings are temporary, I'm not keen on how the texture looks, but I've yet to find an iron railing texture I like.


Fri Jun 11, 2010 11:35 am
Profile

Joined: Mon Apr 26, 2010 4:49 pm
Posts: 221
Location: Somewhere near Berlin
Post Re: dk_ctf_ng2
You should choose a darker green for the plants IMO. They dont really fit anyway I think... doesnt look like they should grow there.

_________________
Portfolio
Twitter


Fri Jun 11, 2010 2:24 pm
Profile WWW

Joined: Mon May 10, 2010 4:42 pm
Posts: 76
Post Re: dk_ctf_ng2
Plants of cambodia


Fri Jun 11, 2010 2:44 pm
Profile

Joined: Fri Jun 11, 2010 8:06 am
Posts: 71
Post Re: dk_ctf_ng2
Nice looking map donkey :)

It's great to see the maps in progress and the various
ways mappers go about starting their maps, really interesting.

Good luck all


Fri Jun 11, 2010 6:37 pm
Profile
Site Admin

Joined: Thu May 18, 2006 5:44 pm
Posts: 231
Post Re: dk_ctf_ng2
off topic: welcome to the forums akm.


Fri Jun 11, 2010 7:26 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 91 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.