Posted by scary_jeff on Wed Jun 9th at 11:01pm 2004
Posted by Skeletor on Sat Jun 12th at 11:31pm 2004
The textures will always look pretty crappy close up. When I saw this I thought I'd try it out.
You can probably guess which side is sharpened.
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Posted by 7dk2h4md720ih on Sat Jun 12th at 11:39pm 2004
Posted by Campaignjunkie on Sun Jun 13th at 12:25am 2004
| ? posted by scary_jeff |
| OK, I tried the sharpening thing. It makes the textures look better from far away, but close up they looke very grainy, so I think I'll go back to the normal ones. I've implemented about 75% of the stuff pointed out, I just need to reduce r_speeds a bit in a couple of areas, and interesting-ize a couple more areas before putting the next beta up. |
Try Edit >> Fade Sharpen (after you apply a Sharpen filter) and you can set the opacity of the sharpen effects (as with almost any other filter) Maybe you can find a middle ground between smooth / grainy? ![]()
Some broken areas / rubble (it looks kind of like a well-aged castle) would work out nicely, with little wood beam bits sticking out and such. I think what you really need though, are some more castle-wall variations. Maybe apply some concrete and mortar on certain areas of the walls. Maybe something like this? :
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Posted by scary_jeff on Sun Jun 13th at 10:15am 2004
Posted by scary_jeff on Sun Jun 13th at 7:40pm 2004
I have done one roof in a new texture and adjusted two others - any views on which is better would be good
Before you point out that I didn't get a new wall texture, please look at the map itself, as I think it feels more interesting than some screenshots look:
Sorry 56K, did the screenshots in steam so they are 32 bit and didn't compress as well.
Posted by 7dk2h4md720ih on Sun Jun 13th at 8:18pm 2004
Posted by 7dk2h4md720ih on Sun Jun 13th at 9:10pm 2004

1. Texture misalignments on the windows and the doorway.

2. This didn't come out too well, not sure why it's not showing up on mine. I'm not on steam so that could be an issue.

3. It's a bit of a harsh transition here.

4. Another small texture error. I found loads but didn't take screenshots of them all.

5. The wood grain is in the wrong direction on the underside of this support beam.

6. The balls still have no texture.

7. More misaligned madness.

8. You might consider blocking off this window somehow as a lot of the inside of the tower is being rendered and when you're in the tower you can't really see anything out the window. You could insert some stained glass.

9. I think you could relieve the monotony of this area with a little grassy section like you have outside. And oh look what is that? Is it a castle ghost or a man shaped tea-stain on the wall? You decide! Press your red button to vote.

10. This is just being picky but those cannons would have a hard time aiming at anything from those holes.

11. This are looks really cool... except of course for the tree.
Apologies for the brevity, I've study and things to do. It's coming along really well and you've detailed the inside quite nicely. You could put some of the rugs from the tfc wads around the place for a little more colour.
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Posted by Crono on Sun Jun 13th at 9:55pm 2004
Something I think that this map would benefit, even though it would only work on certain machines, from some pixel and vertex shader support. (Go here for the source, no binaries though
)
I think this type of lighting would really add to this map, taking that almost everything is being lit by sunlight.
Posted by beer hunter on Sun Jun 13th at 10:55pm 2004
| ? quote: |
| Hopefuly it is interesting ++ compared to the old one. I have tried to implement most of what was suggested. |
imo those changes have improved it over the last version by a fair bit
| ? quote: |
| I didn't have enough r_speeds to put something in the middle of the courtyard, |
Hmmm, a cannon or stacked up barrels or some other model would improve that area and keep the wpoly down. Anyways, its starting to come along nicely.
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Posted by G.Ballblue on Sun Jun 13th at 11:10pm 2004
| ? posted by Alien_Sniper |
Apologies for the brevity, I've study and things to do. It's coming along really well and you've detailed the inside quite nicely. You could put some of the rugs from the tfc wads around the place for a little more colour. Yippe Ki Yay! |
Hey! That's mine! Take this!! 
Reno, What did you do to your shotgun/assault rifle! 
Yippie Ki Yay!
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Posted by Gwil on Sun Jun 13th at 11:20pm 2004
It comes with Blue Shift if I recall collectly, although I think it's free to download as well
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Posted by G.Ballblue on Mon Jun 14th at 12:20am 2004
Gwil, you mean to tell that you didn't notice how his models JUST HAPPEN to be sticking out from the screen more than they should? I don't ever recall being able to see that much of either weapon...
That's what I'm refering to.
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Posted by 7dk2h4md720ih on Mon Jun 14th at 12:24am 2004
Posted by Gwil on Mon Jun 14th at 12:47am 2004
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Posted by 7dk2h4md720ih on Mon Jun 14th at 1:33am 2004

1. There's something not quite right with these stairs. Castle stairs are supposed to be grandiose and these are a bit lacking. I realise you don't have much room to work with though, and I don't have any better suggestions.

2. This little section is being lit strangely.

3. A nice touch but wood doesn't bend like that.

4. You can clearly see the center of the sprite hovering below the light.
I'd like to see some more grassy areas on the outside for variation. Best castle map I've ever seen in hl.
Posted by Yak_Fighter on Mon Jun 14th at 2:28am 2004
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Posted by Gwil on Mon Jun 14th at 2:48am 2004
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Posted by 7dk2h4md720ih on Mon Jun 14th at 2:54am 2004
Posted by Gwil on Mon Jun 14th at 2:56am 2004
a wooden hand rail or somesuch wouldnt go amiss in my opinion. more likely is that larger staircases would have been crafted from wood, not stone - perhaps it could be worked like that?
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