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 [-z-] » Mon Oct 29, 2007 11:33 pm

Sexy TK471.

Started doing lighting for zion, giving myself a general idea, the I'm going to go back and create some fixtures:

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Postby Rad Ished » Tue Oct 30, 2007 11:01 am

Hmm [-z-] thinks this map is like Halo, I begin to agree. I'm reading Ringworld Engineers by Larry Niven atm , Halo was based on this to a large degree, but it wasn't intentional, not consciously anyway, heh Power Of The Mind. Is it the combination of outdoor and space map, or just the skybox?
I'm going to raise the roof for improved rocket flight and the invisible jump pad needs SOMETHING doing to it , not quite sure what tho.
[-z-] Also suggested that i make it so you can fall off, but i HATE falling off maps :(
Also I would have to render the outside of the map which would make what is already a very slow map slower.
Any other suggestions?
I played the original greatwall on pavls server the other day (by shoe..... or was it sock?...slipper? ), it was very interesting to see what greatwall was developed from and the progression to it, i recommend making this comparison to any new mappers, .
Tobotoid is Greatly influenced by the Wall, but that's obvious.... isn't it?

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Oh, also I know about all the poorly aligned brushes, gaps etc.. It was my first map and I would have built many bits differently now. I'm not sure but I think that the only way to solve a lot of these problems is to build some of the structures again from scratch. Not sure i can face doing that, but i learnt a lot. Suppose i could at least fill in the missing textures. Noooooo........ if ....i .....can ............ju......st..........reach.....my ...bootknife :D
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Postby Shoe » Tue Oct 30, 2007 2:49 pm

Rad Ished wrote:Any other suggestions?
I played the original greatwall on pavls server the other day (by shoe..... or was it sock?...slipper? ), it was very interesting to see what greatwall was developed from and the progression to it, i recommend making this comparison to any new mappers, .
Tobotoid is Greatly influenced by the Wall, but that's obvious.... isn't it?

I'm very pleased with how Greatwall has been improved over time through the skill of other mappers, and I think it's a good example of why all mappers should release their source :)

Did you make that skybox yourself or was it from something else?
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Postby Rad Ished » Tue Oct 30, 2007 3:58 pm

I made it from a picture of some clouds from wikipedia, but you can't really see that anymore. Used the flexify2 filter by burning peach or whatever they called (?) , great tool for skyboxes. Some headbanging was involved.
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Postby [-z-] » Wed Oct 31, 2007 7:56 pm

Image
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Postby Strahlemann » Thu Nov 01, 2007 2:50 am

Some very early testing on a new style and lighting.
If i will ever finish this one, it'll be ctf.

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bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby John Galt » Thu Nov 01, 2007 3:30 am

That's looking fantastic, Strahlemann. I'm drooling waiting for that to hit my servers ;)
cat /dev/urandom > /dev/mem
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Postby Shoe » Thu Nov 01, 2007 7:20 am

That looks amazing. Kinda reminds me of as_oilrig from CS1.6, except with some obvious visual enhancements :)
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Postby C.Brutail » Thu Nov 01, 2007 12:47 pm

:shock:
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
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Postby cortez » Thu Nov 01, 2007 1:37 pm

:shock: too

are you making a new version of olirig?
Aneurysm 4 the win !!!!! :D
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