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A few Screenshots Rate Topic: -----

#51 User is offline   Stu (old) Icon

  • Joined: 28-September 04
  • Posts: 250

Posted 15 April 2005 - 08:09 AM

or get lotsa new ones.

#52 Guest_Sage

Posted 15 April 2005 - 09:21 AM

I dont think I will be "messing" up the textures any time soon unless I can find some decent photoshop tutorials explaining how its done!.

I dont think its really that obvious anyhow. Yes it does have a clean-ish feel to the map but no more or less than any other map. If I can find some tutorials then I am up for giving it a bash.

Stu not only is your signature offensive (mods cant this sort of signature be banned?) ..but some of your comments are meaningless ignorant or/and just plain stupid. Not just in this thread but in many others I have read.

#53 User is offline   Dufkni3n Icon

  • Account: dufkni3n
  • Joined: 02-March 10
  • Posts: 149

Posted 15 April 2005 - 09:30 AM

The map is looking better and better! :lol:

As for the clean-look I would not make a building out of 1 (or 2) textures. You've got a lot of buoldings that have almost the same streched texture aplied to them. This is good for background buildings but avoid them for this use. Try to make a window a real window (out of brushes) and then make the windowframe out of wood and give the window it's own texture and the wall and etc. This way you can give the buildings more depth, wich also gives them a more realistic look. GL :D

#54 User is offline   HoboHumpinSlut (old) Icon

  • Joined: 07-February 04
  • Posts: 2,308

Posted 16 April 2005 - 12:10 AM

sage: try the adblock extension for firefox...that falshing was making me dizzy as well...

#55 User is offline   Donner (old) Icon

  • Joined: 09-February 04
  • Posts: 180
  • LocationMelbourne - Australia

Posted 17 April 2005 - 01:26 PM

Quote

Must admit ive had a few strange looks , especially when taking pictures of brickwork.

[latest batch of screenshots]


Thank you for taking my suggestion into account. The curbs are looking great!

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#56 Guest_Sage

Posted 18 April 2005 - 10:51 AM

Quote

Quote

Must admit ive had a few strange looks , especially when taking pictures of brickwork.

[latest batch of screenshots]


Thank you for taking my suggestion into account. The curbs are looking great!


No problem :) Glad you like it.

Now its getting dirty 8)

Posted Image

#57 User is offline   NulL Icon

  •   former FS member   
    Level Designer
  • Account: null
  • Country:
  • Joined: 28-April 09
  • Posts: 2,606

Posted 18 April 2005 - 05:05 PM

There we are, that looks ten times better.

On another note, the lighting looks very flat. Are you using ambient or minlight?

#58 Guest_Sage

Posted 18 April 2005 - 06:15 PM

Quote

There we are, that looks ten times better.

On another note, the lighting looks very flat. Are you using ambient or minlight?


// entity 0
{
"gridsize" "64 64 128"
"_blocksize" "1024"
"message" "Thingley"
"mapcoordsmaxs" "-64 -1216"
"mapcoordsmins" "-4992 3712"
"_color" "1 1 1"
"_minvertexlight" "38"
"_minlight" "34"
"_mingridlight" "53"
"classname" "worldspawn"
"amibient" "57"

Is this wrong?

#59 User is offline   NulL Icon

  •   former FS member   
    Level Designer
  • Account: null
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  • Joined: 28-April 09
  • Posts: 2,606

Posted 18 April 2005 - 06:47 PM

Not wrong as such, but I wouldn't recommend using some of those keys.

_minlight, _minvertexlight & ambient have a nasty habit of flattening out a maps lighting.

_mingridlight is alright, it helps make the player models more visible.

If I was you id take the time to experiment with -bounce & -bouncescale switches and the values of q3map_sun(EXT) and q3map_skylight in your sky shader. Until i got a result that looked reasonably realistic, without being to dark(/light) in certain areas.

#60 Guest_Sage

Posted 18 April 2005 - 07:42 PM

Wow
Good shout with the lighting... What a difference :)
Posted Image

Posted Image

Thanks $NulL

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