Talk about our & your projects.
BlazingPhoenix
Posts: 488 Joined: Sun Aug 28, 2005 5:11
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by BlazingPhoenix » Thu Feb 09, 2006 3:50
This is a map I'm making called UAC Tech Base, it will use GZDoom features, like "3D" swimmable water, and 3D floors.
Here's screenshot so far....:
BioHazard
Posts: 408 Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
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by BioHazard » Thu Feb 09, 2006 8:22
Eh, not enough atmosphere. Play around with the varying light levels as it's too flat now.
Phobus
Posts: 227 Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
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by Phobus » Thu Feb 09, 2006 18:09
I advise unpegging the upper and lower textures on your 'windows'. Reminds of something I made a couple of yers ago, so your doing alright. Though Bio is right, it needs more light variation.
BlazingPhoenix
Posts: 488 Joined: Sun Aug 28, 2005 5:11
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by BlazingPhoenix » Fri Feb 10, 2006 2:43
There's only one little problem I'm having so far.......and that is texture alignment, I just can't seem to get these textures aligned properly!
Paul
DRD Team Admin (Inactive)
Posts: 1058 Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
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by Paul » Fri Feb 10, 2006 13:19
Use the 3d mode Luke. It's the best thing around for aligning textures. Otherwise, DB is equipped with auto-aligner. Works like a charm in the.. 3d mode
Phobus
Posts: 227 Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
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by Phobus » Fri Feb 10, 2006 19:55
or press the A key in the normal map editor after selecting the walls. This will bring up an alignment box that allows you to align the texture of your choice over the selected linedefs.
BlazingPhoenix
Posts: 488 Joined: Sun Aug 28, 2005 5:11
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by BlazingPhoenix » Sat Feb 11, 2006 2:43
Thanks for the comments guys. Right now I'm working on getting another screenshot up.
Bio: I'm toying around with light levels for outside areas.
BlazingPhoenix
Posts: 488 Joined: Sun Aug 28, 2005 5:11
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by BlazingPhoenix » Sun Feb 12, 2006 0:13
Pardon the double-post but......
jallamann
Posts: 66 Joined: Wed Nov 23, 2005 10:01
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by jallamann » Sun Feb 12, 2006 14:24
Looks plain boring.
Graf Zahl
GZDoom Developer
Posts: 7148 Joined: Wed Jul 20, 2005 9:48
Location: Germany
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by Graf Zahl » Sun Feb 12, 2006 15:16
BioHazard
Posts: 408 Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
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by BioHazard » Mon Feb 13, 2006 2:15
I had a pretty nice high-detail mock-up of that last shot going, but DB locked up again 'cause it sucks.
Hobbs
Posts: 61 Joined: Sun Aug 07, 2005 22:15
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by Hobbs » Tue Feb 14, 2006 18:04
KingofFlames wrote: Pardon the double-post but......
@bio: heh
Last edited by Hobbs on Tue Feb 14, 2006 18:19, edited 1 time in total.
wildweasel
DRD Team Admin (Inactive)
Posts: 2132 Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
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by wildweasel » Tue Feb 14, 2006 18:14
I always saw TEKLITE as more of a door or pillar texture than a general wall texture...it doesn't really look good in that room.
Snarboo
Posts: 469 Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC
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by Snarboo » Tue Feb 14, 2006 18:26
Yeah, I agree. Perhaps the TEKLITE can be inlayed into the gray brick pillars, and then use another texture for the room itself?
Paul
DRD Team Admin (Inactive)
Posts: 1058 Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
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by Paul » Tue Feb 14, 2006 18:43
Hmm.. hard to say anything constructive
the floor needs more detail, not in *omg 100 sectors* but something to look at, like a different floor texture. The walls are too repetive in the lights pattern. Again, add something to actually look at. Also, try to take screenshots at a larger resolution next time.