Page 3 of 6

Posted: Sat Apr 05, 2008 20:32
by Lucius Octavion
Very nice. How do you do the sloped roofs like that and how do you make the interiors with that?

Posted: Sat Apr 05, 2008 22:17
by Reinchard
Haha, lots of hard work... I decide to cut music from this level - only sounds will be storm blasts, winds through the leaves and other ambients... And all textures will be in high ress. On this day I have 75%.

Posted: Sat May 10, 2008 10:14
by Reinchard
Probable premiere: july 2008

Image
Image

Image
Image

Image
Image

Image
Image

Image
Image

Image
Image

Posted: Sat May 10, 2008 12:02
by Enjay
Image
Drool

Posted: Sat May 10, 2008 21:32
by wildweasel
I'm drooling too. I guess you could call this a double-dribble? =P

Posted: Sun May 11, 2008 1:50
by MauricioRocks
woooooow"

nice new pics!

it's look awesome! can't wait to play it!

nice work ^^

Posted: Mon May 26, 2008 3:27
by Mortarion
ommfg tha looks cool...

I wont be like the others and say I cant wait for release(though I cant)

The textures look great, the game looks great the arictecture is trancendant!

How's syskesccorps models coming on?

*RANDOM IDEA!!*
What about some kind of zombier invasion map?(would be cool, hiding out in bulidings with a rifle! ...would need a script to limit the zombies numbers though)

Posted: Mon May 26, 2008 4:53
by wildweasel
God dammit, and here I was hoping Reinchard had posted another update! You sure fooled me there...

Still looking forward to it, though!

Posted: Tue Jun 10, 2008 3:49
by Mortarion
THIS IS NOT AN UPDATE FROM REINCHARD!

Well, well, well, It's June(read- apparent release soon)
and I'm still on the edge of my seat...

well, I would be If I hadn't fallen off several times and got back up...
but I'm back on the edge of my couch(gotta love living room dooming xD)

Posted: Tue Jun 10, 2008 20:08
by Reinchard
Ha, ha, I said july, not june. Easy, I do what I can :D After work I consecrate to this map lots of time. I have some trouble with size of this monster. On this day wad have something about 100 MB, but I work on it. This can be big problem for many people which they will want download this. But I can replace png with jpg textures, this looks hideously. What do you think about this?

Posted: Tue Jun 10, 2008 23:11
by Mortarion
Well, I meant soon for expected release, not right now, but I dont mind large downloads, but maybe pk3-ing the wad would be an idea, if it's not already, or if it is, try offering two DL's: one with the *great* hi-res textures, and one with lower res textures.

Posted: Wed Jun 11, 2008 12:56
by Rex Claussen
Reinchard wrote:....I can replace png with jpg textures, this looks hideously. What do you think about this?
  • 1. If it looks hideous, don't do it.
    2. I'm not sure how much file size reduction you can achieve by converting from .png to .jpg. PNG format files usually tend to be fairly compressed to begin with.
    3. Converting from .png to .jpg will result in going from a great many colors to the limited color palette of .jpg format images. This is probably why your converted textures come out looking like shit.
Although the screenshots look terrific, I wanted to point out one small visual issue. In your first pic, notice how the trees get clipped by the building as well as the wall on the right. You probably realize that this is because your tree sprites are quite wide, and placing them close to sectors or void space could result in them being clipped. There are a few solutions, none of which is probably suitable for you:
  • 1. Use narrower tree sprites
    2. Widen the street and the hedges on which the trees sit
    3. Remove the trees from that street
Good luck with your project, which looks very promising.

Posted: Wed Jun 11, 2008 14:31
by Enjay
I certainly agree that if it looks hideous, you should not do it. Why spoil a map that is set up to be a visual feast of photorealistic buildings by putting jpeg artifacts all over the place?

JPG files are, in my experience, quite a bit smaller then PNGs but the loss of quality at the size of textures is noticable. There shouldn't be a drop in the number of colours though. JPGs are not paletised.

Posted: Wed Jun 11, 2008 15:23
by Reinchard
Thanks for opinion. About trees - I have dilemma. Street can't be wider because I decided to hold on true sizes. I know, this looking little strange, but I don't want remove trees.
If I make two versions of wad: one with low res nad second with high-resoultion textures, then I will have make two different maps, with different textures X Y coordinates. Double work.
Maybe if I remove some not necessarily textures, I will reduce size of wad to 90-80 MB. I hope, this will be no problem to you guys, if you want download it.

IS IT?

Posted: Wed Jun 11, 2008 16:12
by Enjay
I've got a slow connection but I'm happy to put up with a long download time for something I think will be good. Just make sure you upload it to somewhere that I can stick a download manager on to it. :)

As for the X Y offset problem, it's probably too late now, but if you set your hi-res textures up using the texture1 lump and set them to use "world units" for offset values, hi res textures and equivallent normal resolution textures will offset exactly the same. In fact, that's precisely why I asked for the feature a number of years ago. If you are doing it by hirestex - I'm not so familiar with that format but, at least for replaced textures, I thought it kept offsets correct too.

However, again I'd say a big part of this project's appeal is the way it looks. I personally wouldn't want to compromise that - as much as low-res textures would - just to make the file size smaller.