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Yes, feedback is a nice thing isnt it ?!
You should maybe start to give feedback as well.
Only downloading and using without saying something is what kills most projects... :
Couldn't agree more Seven, and this is precisely why I have registered with this forum. I loved the work on here so much, I felt I should contribute more to it.
I'll have a play with the Starfire texture, and see what I can do to add more depth.
I like the skybox idea, I didn't know Quake even supported them! I'll definitely be taking a look and see what I can do there. Thanks for the pointer Talisa
i personally think skyboxes look way more realistically. they are the same kinda technology thats also used in modern games for skies.
scrolling skies show the exact same no matter which direction you look, which looks fake.
skyboxes are basically a ginormous inside-out box which is placed around the map, with each of the 6 faces having its own texture,
which makes that it looks realistic and allows for much greater detail and immersive-ness cuz if a good sky is used it makes the world feel a lot more real then a scrolling sky does
.
EDIT: perfect example of skyboxes adding realism and immersion:
the start-map of 'something wicked this way comes' map-set
I think each implementation of "sky" has it's usefulness.
If you have tight indoor area's where you can't really "feel" the scale a skybox offers well, it would be wasted as your viewport of it would be minimal. Then you can get creative with a custom scrolling skies(as shown above).
But if you want scale and magnitude, that you are in a place bigger than you are... nothing beats a well designed, and correctly implemented, skybox
Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe itis
There are some very nice skyboxes out there. Not sure they work too well with the standard id maps though, most of the levels dont really show them off unless you noclip out of the map. Would look great on a map designed to show them off though.
Have tweaked the starfire sky at Seven's suggestion, and tried to get some more depth, by reducing the alpha, and adding some texture to the starfield.
I think the solid part (upper sky) is looking too different from the alpha part (lower sky),
as it is more or less a usual clear night-sky with white stars. The lower sky with its really beautiful fire-ish fantasy look is really nice.
In V2 you made the lower sky very dominant and bright. Almost overbright. So I like V1 more.
I tried to find a matching upper sky to the beautiful V1 lower sky and found one that matches it in my opinion nicely. It follows your original idea for the upper sky but fits more to the beautiful red-ish fire-like look. Also colorwise. It increases the overall depth as well as it uses slight areas of fog and different colors/depth.
So I kept your nice V1 lower sky and simply added a new upper sky to it. Maybe you like it... It is just a variation.
Nice idea with the purple Seven, that looks really good
Strangely enough I've been working on a purple starfield for a sky box idea, (they are not as easy as I first thought!) but never thought of trying it with my starfire sky. This is what it looks like when used instead of my original upper.
Anyone exploring skyboxs should have a look at the program terragen.There is a free version and makes height maps as well for easy terrain generation.
WARNING
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