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.

Moderators: Nexuiz Moderators, Moderators

Postby Psychcf » Wed Oct 03, 2007 7:18 pm

I really have to say, that's beautiful. If the team keeps putting things like this into the engine, it really adds to the game's "immersing factor", I think it would be more successful.

The one thing I would like to see is some player model replacements, I know it takes a long time, and it's hard to find people to do it, but I think that's one of the big things we're lacking.
Psychcf
Forum addon
 
Posts: 1554
Joined: Sun Dec 03, 2006 11:38 pm
Location: NY, USA

Postby Ivan » Wed Oct 03, 2007 7:34 pm

Hello I am making model replacements, we need riggers.
Image
Ivan
Alien
 
Posts: 109
Joined: Mon Feb 19, 2007 7:23 am
Location: Ohio, US

Modern_Warfare

Postby FruitieX » Wed Oct 03, 2007 8:04 pm

This is a little something I've been working actively on for some time, called "Modern Warfare". I belive the gameplay will be pretty similar to aggressor, maybe the map is a bit bigger. Design looks a bit like final_rage. It's still in early alpha stage, no items and it's too dark in many places. (Hence the engine name? Heh) One room is not finished yet, I didn't post screens of it for that reason. That room, proper lighting, tiny details and some structural changes will be tomorrows problem :].

Screenshots:
Image
The "Main arena" at least I think it will be the "main arena" :] (Haven't played yet, so dunno)

Image
Same window here as you could see in screen 1.

Image
Just some shot of another room

Image
"Arena 2", I guess :lol:. The room that isn't done yet can be accessed via the lower floor, to the right of the shotgun model onscreen :) (You see a tiny little part of the wall there and when it ends.)

Image
Back again @ "Main arena", top floor with toxic surrounding.

Image
Stairs. How cool is that? XD

I'll try my best to make this map well playable by not forcibly placing all weapons on this map, and I'll try to put them into somehow smart places :). I also need a bunch of "hint hints", because I haven't still quite fully understood the idea of hint brushes... :roll:. Oh and did I mention it needs light? :) And that it's still pre-alpha? :]

I'm awfully sorry that I won't yet relase a test version of this map. I'll do that tomorrow morning instead and go to sleep now. I feel too tired and lazy to build a pk3 and upload it right now :)
Image
FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Postby impulse9 » Wed Oct 03, 2007 8:13 pm

@ FruitieX
I think it looks good but some textures are misplaced. Im sure this will be a good map!

@ Rad Ished
Very nice, for some reason it reminds me of Duke Nukem ? :D

Anyways, keep up the good work guys!
impulse9
Advanced member
 
Posts: 69
Joined: Sun Jul 01, 2007 3:09 pm
Location: Slovenia

Postby FruitieX » Thu Oct 04, 2007 4:38 am

http://www.fileden.com/files/2006/11/7/ ... alpha1.pk3

Mirror: (Finally got myself a better upload service!) http://www.mediafire.com/download.php?bfltwnzqznx
:]

Edit: Yeah, I know there are some misplaced textures. Especially the patches usually have misplaced textures. (And for some reason the "bridge that leads to nowhere" in arena2, maybe i forgot texture lock on when I cloned it from the "main arena". Somebody find better names for these arenas duh. >.<)
Image
FruitieX
Keyboard killer
 
Posts: 588
Joined: Mon Nov 13, 2006 4:47 pm
Location: Finland

Postby aikbix » Thu Oct 04, 2007 7:39 am

divVerent wrote:A small new FPS eater:
Image


Impressive!
aikbix
Alien
 
Posts: 109
Joined: Sun Jan 21, 2007 7:24 pm
Location: I need a location

Postby divVerent » Thu Oct 04, 2007 10:29 am

Not all maps can get it, but Urre sent me some water textures. I will need to edit them a bit so they still look acceptable (that is, not much worse than current water) when reflections are off.

Only new maps will get the feature though (because of performance and visual issues). Ruiner will certainly get the new water, I am sure, maybe Runningman* too. Which other Nexuiz maps have water?

For slime, the reflection effect is probably a bad idea, but Strahlemann will decide on that.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby Shoe » Thu Oct 04, 2007 2:55 pm

I saw the other day that reflective water was in an early stage upstream in DP (it was fairly old news though I think). Is this the same as that or a different implementation? And has performance on it improved?

Also, maybe someone should advertise on ModDB or a similar community saying we need riggers for Ivan's models.
Shoe
Keyboard killer
 
Posts: 517
Joined: Wed Mar 08, 2006 2:18 am

Postby divVerent » Thu Oct 04, 2007 9:12 pm

It was mostly early stage because it was forced on all liquid surfaces... this is what caused LOTS of reflection planes to appear on maps with slime tubes.

This has been fixed - reflectivity is now controlled by a shader keyword and can therefore only be enabled where it is useful.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
divVerent
Site admin and keyboard killer
 
Posts: 3809
Joined: Thu Mar 02, 2006 4:46 pm
Location: BRLOGENSHFEGLE

Postby cortez » Fri Oct 05, 2007 7:34 pm

Image

Image

a new map from me =)
Aneurysm 4 the win !!!!! :D
cortez
Keyboard killer
 
Posts: 805
Joined: Wed Dec 06, 2006 7:22 pm
Location: From the moon

PreviousNext

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron