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 TVR » Sat Jan 05, 2008 9:08 pm

'Blowing stuff[sic] up' is generic term that could apply to all game modes, but based on the context and the synonym used, the game mode is Assault.

Assault is related to fulfilling map objectives, a destruction objective is only one of the many possible map objectives.

Based on the jags in Shaggy's picture, it is not a model [terrain should never be made from models, as they do not block vis, cast shadows, etc.], it is simply a height map translated into a tri-soups, along with a large block of water.
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Postby shaggy » Sat Jan 05, 2008 10:40 pm

Um, I used milkshape... I'm a bit of a cheat... I have to admit that I used there terrain generator. Then exported as a map.

I plan to make my map bigger and better, I just wanted to show you the base of it...
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Postby Doc-Pyton » Thu Jan 10, 2008 5:42 am

Just to show everyone here, that im not Dead ;) ...

Here are some examples of my new Texture Pack :

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As u can see its direction is some rusty Metal, Mechanic style with green glowing sources.
I will add various Metalplate Textures, and much glowing technical Stuff.
I think it will be pretty "Borg-Like" when it's finished.
I think this is goin to be my best Texturepack till now.
Bump, Normal and Glossmaps and the Shaderfile will be addet to it too.

Here's some Example Shot from GTK with that Textures. ( I think with the Right light, a bit more detail and workin Normalmaps, this could look pretty awesome ) :
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Btw. if there are any idea's of what kind of Texture's are needet for Nexuiz i could try to make that ones too and put it into this Texturepack ... just tell me ... ( Simple Sketchwork's could help me alot )

When it's finished i'll put it online, so everyone can use it for his maps if it fits.


Atm. my Nexuiz wont work, so im not able to make tests with model's and maps.
Cause of that Problem, im on that Texturepack.

Ah and by the Way ... i've stopped Fixing Hell_Incarnate ... that map was some nice idea but im not able to fix it the way i want it to.
After i addet a bit more Detail and lightsources to it, to work against that only Red ambience, the FPS got really bad.
I really have no idea how to fix that problem, without changin the whole map structure.
So i decidet to stop the work on that map <_< ... however im really sorry for that damnit Misstakemap -_-' ...

To Rad_Ished :
I like the way ur'e goin ...
It looks like ure Mapping skills are improvin very well.
I will try to help u where i can.
I have some Idea's how to get ure "Highwaypart" lowpoly, using Texture Detail, and Alphamasked Textures ...
Just for Example :
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( with alphamask Textures, i mean a texture, with some alphamask and specific transparent parts )
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Best Maps-History :
- Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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Postby Rad Ished » Thu Jan 10, 2008 1:33 pm

Good tips doc , wouldn't of thought of that alpha mask thing.
Made a new version of that skybox from scratch, and some huge arm/lightningbolt doodad, next map is shaping up nice.
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Is it asleep?:shock:
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Look out Kjon it going for you :o
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Postby Taiyo.uk » Thu Jan 10, 2008 3:58 pm

Doc-Pyton wrote:Here are some examples of my new Texture Pack :

Great stuff! Nice to see a new 2D artist around.
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Postby Strahlemann » Fri Jan 11, 2008 10:46 am

@Doc-Pyton:

Good approach on the new textures. I like the industrial run-down theme.
The rust looks bad though.
I recommend this tutorial for making good looking rust: http://qbranch.cottages.polycount.com/t ... tals.shtml

Of course you need to avoid the "lighting"-steps in the tutorial and focus on the rust-creation.
You're screenshot shows a nice room with a lot potential and good architecture, but it would look even better if you use some flat basic metal-textures in addition. As it is now it looks very "unruhig".
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby ai » Fri Jan 11, 2008 11:10 am

@Strahlemann:

That's actually some good looking rust there, one thing I find odd with that is the grain he slammed on on the last two pictures on the rust section. But the color from the last picture mixed with the fourth counted from bottom, that would make it look really good. On the last picture the color makes the rust look more corroded.
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Postby shaggy » Fri Jan 11, 2008 12:23 pm

I'm recreating THENEX again. It was dead, I plan to bring it back to life.

I'm gonna make it so there is more user input.

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Postby Doc-Pyton » Fri Jan 11, 2008 4:53 pm

How about that Rust ?

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Best Maps-History :
- Morph_Remake -> - Deep_Drill -> - Cyber_Core -> - Towers_of_Doom -> - Gothic_Rush ->
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Postby ai » Fri Jan 11, 2008 5:06 pm

The colors looks good but there's too many holes and bumps, looks kinda like a bath sponge under a magnifier, it looks too soft.
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