Screenshots of what you're doing

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby C.Brutail » Sun Jan 21, 2007 12:28 am

No alpha tonight, just a screenshot to get you all excited ;)

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Postby Revenant » Tue Jan 23, 2007 1:56 pm

Hi. I havent posted anything here in over a year :P The last time i downloaded nexuiz was version 1.3, but ive downloaded 2.2.2, and i have to say, its great! I havent been playing too much online because my connection has been bad, but ive been playing around with bots. Anyways, this map is my fragcity type map, and I will release an alpha tommorow most likely. The lighting is still quite off, and it needs to be a bit brighter. I also am probably going to remove the rain, because its causing some performance issues. Anyways:

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Postby C.Brutail » Tue Jan 23, 2007 2:02 pm

Dm or ctf?
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Postby Urmel » Tue Jan 23, 2007 3:51 pm

Nice atmosphere. I think I'd like it. Would be soooooo cool if the roller blinds would open up from time to time for a second or better two :)
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Postby Revenant » Tue Jan 23, 2007 9:03 pm

@C.Brutail: DM, but there might be a ctf version in the future

@Urmel...: And what are you hoping to see inside of those blinds? ;) I'll probably give the blinds a glow map, so its like there is lights on inside.
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Postby torus » Wed Jan 24, 2007 12:18 am

Yesterday I had a bit of free time, so I thought I would throw something together. Observe a VERY early stage of the Shroom of Doom!
Im going for a swampy/ grotty feel. I guess if the poly count gets too high ill just finish it as an artwork.

FEAR!

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I am a big fan of circular maps, but we dont see that many nowadays, save in Halo.
Ill work more on it overthe weekend
Last edited by torus on Wed Jan 24, 2007 3:25 am, edited 1 time in total.
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Postby Revenant » Wed Jan 24, 2007 3:11 am

How many polys is the mushy? Also, blender isnt the best choice to do level editing in. You would still have to clip it all in Radiant (unless you do autoclip, but im not sure if thats that best idea). Maybe you should model parts of it in blender, and then learn radiant and do the rest in it? Looks like it could be a fun map though :)
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Postby torus » Wed Jan 24, 2007 3:20 am

The whole thing consists of 3848 tris, and the mushroom is 1938 tris. I am going to do what you said (import objects), i just wanted to show them together.
I really hate radiant as a modeler, and it would be almost impossible to make a somewhat organic feel it along (not to mention complex shapes like the mushroom will be). Im probably going to do the interior of the mushroom in radiant, and also maybe some outlying rooms/ walkways from the mushroom in rdnt.
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Postby Revenant » Wed Jan 24, 2007 4:02 am

Ahh, sounds cool. Its an interesting concept, ill say :)

About my screenshots: They are way too dark in those shots, and i have brightened up the map. It is now less grungy looking though, and has more of a clean, shiny, silver look. It looks pretty cool. Ive added bot waypoints, items/spawns, clipping, jumppads, and some caulk hull type vis blocking. I know that i said a beta tonight, but ive run out of time. Im just getting too tired. Definitely tommorow, I will release a beta, as all i really have left to do, is all of the mapcfg crap, levelshot, and pak it up in a pk3. TOMMOROW!
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Postby esteel » Wed Jan 24, 2007 12:14 pm

As people tend to use gamma ingame but screenshots do use scr_screenshot_gammaboost which is 1 by default screenshots are a lot darker then its ingame. The idea was that for best screenshots 1 and some graphic program would be best but you can also change that variable to something like 1.5 which i use. Makes most screenshots bright enough without looking too bad.

That mushroom idea is really interesting.. i would really love to see it ingame to get a feel for the size of that thing :)
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