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  • Admer456
    replied
    Gah, another bot. Get off my lawn!

    But yes, your client should look for another logo design. Copying someone else's, especially from a big brand like LG could lead to some problems.

    Leave a comment:


  • Nick Smith
    replied
    thank you in advance!

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  • Nick Smith
    replied
    The client wants to have the same logo as LG. NG - his initials, so in the center of the circle he needs the letter N. The color scheme has not yet been finally approved. However, I repeatedly hinted to him that this is not the best option. In my opinion, this is a real plagiarism. The client is still confident that the emblem on a subconscious level will seem familiar to many. He also seeks a company to promote his site on Church Street. I advised BOLD, but who else knows who in the area?
    _______________________________
    https://www.boldwebagency.com/

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  • TheKillingJoke
    replied
    Oh, yeah, i think that wasn't adequate from me, since in the net everything is a wall of text which one tends to interpred his own fellings into. I probably shouldn't have been ironic, i really didn't meant to troll you

    Leave a comment:


  • Admer456
    replied
    I'm confused right now, because I tend to take everything too seriously, lol.

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  • TheKillingJoke
    replied
    It was meant in good Fun, of you have any doubts about it ​​​​​​

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  • Admer456
    replied
    Hahahaha, I actually needed DirectX 9 because anything in OpenGL performs terribly on my GPU.

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  • TheKillingJoke
    replied
    DX 9 ? Man, you're such an overkill-hightech Monster!

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  • Admer456
    replied
    Important update:

    At last. I managed to get Mark V to run! Success!
    Now it's time to enjoy the goodies of a modern, DX9-supporting sourceport, finally.

    Leave a comment:


  • Admer456
    replied
    Mugwump

    The issue with black girders is a lighting thing. I think I know how to fix it.

    The 1 texture, 4 walls and one ceiling issue is just temporary. I'll try either drawing them myself or just take a photo of something and port it to Quake.

    As for the details on that wall, I think I have an idea.


    I saw the thread, I'm going to reply sometime soon.

    MadGypsy

    Thanks, although I don't know if I will finish it because of high school.



    I'm slowly expanding the cave, tetrahedron by tetrahedron. Haha.
    Now, good night, folks, it's 20:48 here, I need to get some sleep for tomorrow. Going to wake up super early to catch the bus, and blah blah blah...

    Leave a comment:


  • Mugwump
    replied
    Hey Admer! So there's been a bit of response about your Mark V issue. Since it's never really convenient to have a middle man for this kind of things, I'll let you read for yourself here: http://celephais.net/board/view_thre...375&start=1706
    That way you'll be able to interact with Baker directly without my involvement.

    Dutch In that thread I linked above, Gunter made some suggestions about your framerate drop.

    Leave a comment:


  • MadGypsy
    replied
    You have a lot of really cool stuff here. Keep up the exceptional work.

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  • Mugwump
    replied
    I could see a nice Darkplaces ground fog in that watery tunnel...

    In the corridor with the red strip, I suggest you add slightly larger supporting brushes where the girders meet the walls. You could also make the riveted part of these walls protrude slightly. And is it normal that the girders look almost completely black? That's odd.

    In the room with the big yellow light, I would texture the ceiling differently. Having only one texture applied to the walls and ceiling looks much too 1996.

    Also, some details on that big naked curved wall wouldn't hurt.

    Oh BTW, I dropped a word to Baker about your Mark V issue.
    Last edited by Mugwump; 09-06-2017, 07:06 AM.

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  • ceriux
    replied
    some great screenshots man! suggestion, in the rooms that are lit with torches. use orange lights instead of yellow.

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  • Admer456
    replied
    Well, since high school is coming, I decided to compile whatever I've got and share the screenshots:


    I could consider adding some sort of an effect here.


    I know it's too bright.
    I'll decrease the brightness.


    I know it's too dark, I'll increase the brightness.


    Blue light is atypical for Quake, but it's nice for a change i.m.o.


    Well, I don't know what to say here. It doesn't really have a purpose.
    Ah, the builders probably used this tower for that huge lamp up there. I'll just add some stuff to make it look like it was worked on.


    You know what would be better for this one? A projected texture. A.f.a.I.k., TyrUtils-ericw's light compiler can do something like that. I'll see about that.


    The elevators are fully functional and ready to operate.
    (and I know, it's too dark...)













    Leave a comment:

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