Re: A Very Cassius Christmas: ts_fparadise
Posted by Dr Brasso on
Thu Dec 25th 2003 at 7:08am
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damn cass.....very sweet....well done... :wink:
more please... :heee:
Doc B... :dodgy:
Re: A Very Cassius Christmas: ts_fparadise
Posted by Forceflow on
Thu Dec 25th 2003 at 2:04pm
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:smile: Looks great.
TS owns.
Re: A Very Cassius Christmas: ts_fparadise
Posted by azelito on
Thu Dec 25th 2003 at 2:12pm
azelito
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Looks good, but will it play good in TS?
Re: A Very Cassius Christmas: ts_fparadise
Posted by Leperous on
Thu Dec 25th 2003 at 2:53pm
Leperous
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Love those rock textures :smile: However where they meet the concrete wall looks strange, like the rocks are growing out of it- in real life, there'd be buttresses, the rocks would be carved up, etc...
Re: A Very Cassius Christmas: ts_fparadise
Posted by Cassius on
Thu Dec 25th 2003 at 4:17pm
Cassius
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Yeah Lep, I know exactly what you mean - however, I don't really have an idea of how that would look, so I just said f**k it.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Kage_Prototype on
Thu Dec 25th 2003 at 4:24pm
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brilliant cliff architecture :smile:
Re: A Very Cassius Christmas: ts_fparadise
Posted by Mr.Ben on
Thu Dec 25th 2003 at 10:06pm
Posted
2003-12-25 10:06pm
Mr.Ben
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Wow cass, thats the sex. Love the rocks and those textures are teh wubby dovey.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Gorbachev on
Thu Dec 25th 2003 at 10:13pm
Posted
2003-12-25 10:13pm
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I love the rock texture...not a big fan of the cement though...
Re: A Very Cassius Christmas: ts_fparadise
Posted by Cassius on
Thu Dec 25th 2003 at 10:18pm
Posted
2003-12-25 10:18pm
Cassius
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Assuming the map does get a multi-mod, public release, I'll be releasing the textures along with it.
Currently, only the grass, rock, and riverbed are mine, and all others are temporary.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Dr Brasso on
Fri Dec 26th 2003 at 12:42am
Posted
2003-12-26 12:42am
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im just curious man, how long did it take you to figure the geometry of the rock vs. the texture itself?....again, these are sweet lookin man...teach me yer trick... :heee:
Doc Brass... :dodgy:
Re: A Very Cassius Christmas: ts_fparadise
Posted by ReNo on
Fri Dec 26th 2003 at 1:45am
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Wow, some uber terrain there, with uber terrain textures! Impressive stuff there Cass, I look forward to seeing some more :smile:
Re: A Very Cassius Christmas: ts_fparadise
Posted by beer hunter on
Fri Dec 26th 2003 at 8:53am
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Git ! that makes my rocks in a TS map seem like crud, it looks very pretty :biggrin:
Feedback - make sure the canyons are big enough to do stunts and stuff with a light weapon load. Some of the nicer looking TS maps are utter crap to play because corridors/rooms etc. are too small or full of world furniture that players get "stuck" on.
That area below the outfall pipe looks as tho' it could be made into a nice mini-arena if it was made bigger with some rocks in the middle for cover. Put a few powerups in there to lure players down into it and it could see some frantic action.
Could copy some of stuff from the HL single player dam level - road running along the top, small control house thingy set in the water etc.
/goes off to retexture my shoddy rocks.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Cassius on
Fri Dec 26th 2003 at 10:33am
Posted
2003-12-26 10:33am
Cassius
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The way gameplay has worked out so far is this: for some reason, players are allured to falling into the center of the riverbed, bot and human alike. This makes things quite frantic - fun, I daresay - because everyone who's in the pit is killing everyone else, everyone who's out of the pit is killing people inside the pit while running to jump into the pit themselves. Oh, the irony.
I'd post new screenshots, except some godawful lighting effect has found it's way into my map, and I changed no compile or light settings at all... there's some kind of odd, gold-brown hue that has taken anything that's shadowed, which I suppose could look good, if it didn't make all the brushwork in my rocks show. Quite embarassing.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Cassius on
Fri Dec 26th 2003 at 8:06pm
Cassius
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Well Brass, there was some of that, but it mostly came out through a lot of trial and error... you'll find that if you play it, the shadows have a wierd effect of making you either want to stay away from the riverbed or stay far from the shadow's edges and go to the center. It's more of a gameplay mechanism than visual.
As for the rock style, I did it in a way I've never even touched before, but allows me to create a lot more detail than triangles. I might make a tutorial of it.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Myrk- on
Sat Dec 27th 2003 at 2:20am
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I hate to say it Cassius, but I hope you die a horrible death for using sprite trees....
traitor....
Re: A Very Cassius Christmas: ts_fparadise
Posted by Cassius on
Sat Dec 27th 2003 at 2:28am
Cassius
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I suppose I should use some of those horrendous { texture beasts then? Sprite trees are the most functional method, and they don't really look half bad.
Re: A Very Cassius Christmas: ts_fparadise
Posted by OtZman on
Sat Dec 27th 2003 at 3:44am
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The cliffs are just SO... beautiful.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Atrocity on
Sat Dec 27th 2003 at 5:41am
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hey cass how ya been, very very nice textures. i and those cliffs looking...... orgasmic? yeah thats it lol very very nice.
Re: A Very Cassius Christmas: ts_fparadise
Posted by scary_jeff on
Sat Dec 27th 2003 at 1:04pm
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I know it says 56k beware, but 350K for a 800*600 image really isn't necessary...
Looks nice though :smile:
Re: A Very Cassius Christmas: ts_fparadise
Posted by Forceflow on
Sat Dec 27th 2003 at 7:54pm
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Really looks nice, cass.
For those trees: I would use some type of "bush" instead of trees ... usually trees don't grow that way on rocks. Small, dirty bushes would make it more realistic.
Keep up the good work.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Gorbachev on
Sat Dec 27th 2003 at 10:33pm
Posted
2003-12-27 10:33pm
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Even though they may not grow like that, I still think they fit. It gives the level a more vertical feel than a bush would.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Tracer Bullet on
Sat Dec 27th 2003 at 11:26pm
Posted
2003-12-27 11:26pm
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I think the way to make the concrete-rock interface more realistic is to make the concrete overlap the rock instead of the other way around. think of it as someone blasting a square hole in the cliff face and then filling it with concrete
Re: A Very Cassius Christmas: ts_fparadise
Posted by Cassius on
Sun Dec 28th 2003 at 8:48pm
Cassius
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0mg sk3l3t0r 0wnz u plzkthx
Re: A Very Cassius Christmas: ts_fparadise
Posted by Adam Hawkins on
Tue Dec 30th 2003 at 10:03pm
Posted
2003-12-30 10:03pm
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That's no mullet, that's something much more spectacular :smile:
Back on the main subject though...those trees Cassius, are the trunks part of the sprite too? It's hard to tell from the screenshots.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Campaignjunkie on
Tue Dec 30th 2003 at 10:55pm
Posted
2003-12-30 10:55pm
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Each tree is 2 sprites I believe. I personally never liked sprite trees to begin with - looks pretty bad compared to the alternatives (wpoly trees, epoly trees). But I suppose if you want a lot of trees in a map without much of a performance hit, this is the way to go.
Re: A Very Cassius Christmas: ts_fparadise
Posted by Adam Hawkins on
Tue Dec 30th 2003 at 11:04pm
Posted
2003-12-30 11:04pm
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I don't mind the foliage being sprites, but the trunk looks a bit odd if it's a sprite. Though I have to agree that a nice mdl looks much better than sprites, but like you say, it depends on how many trees you want in the map.
It's also quite disturbing when the foliage follows you as you walk round the tree! :smile:
Re: A Very Cassius Christmas: ts_fparadise
Posted by Skeletor on
Wed Dec 31st 2003 at 7:14am
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OH EM JEE, Mr. Hawkins: LOOK AT YOUR SNARKMARKS...
You just need 5 more and you're all set.
(He has 1331... Yes, I'm a lamer.)
Re: A Very Cassius Christmas: ts_fparadise
Posted by Adam Hawkins on
Wed Dec 31st 2003 at 12:36pm
Posted
2003-12-31 12:36pm
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So if I make a post, will it go up by one and make his post relevant? :biggrin:
EDIT nope, went up by 2, heh :smile:
Re: A Very Cassius Christmas: ts_fparadise
Posted by Forceflow on
Wed Dec 31st 2003 at 1:29pm
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Ok adam, make it to 1337 and then you'll have to SHUT UP !
:biggrin:
( j/k )
Re: A Very Cassius Christmas: ts_fparadise
Posted by matt on
Wed Dec 31st 2003 at 4:54pm
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looks sweet, but where can i get me a copy of TS from?
Re: A Very Cassius Christmas: ts_fparadise
Posted by Myrk- on
Wed Dec 31st 2003 at 5:20pm
Myrk-
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I believe the main server is in Mianus....
Other than that the TS website
Re: A Very Cassius Christmas: ts_fparadise
Posted by Dr Brasso on
Thu Jan 1st 2004 at 9:16am
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mo betta cass....i still think you should project that structural s**t from out of the rock a bit tho....just my 2 cents....btw, i like the feel alot better; what texture set is that??.... :smile:
but what do i know.....still waiting on that rock tut btw... :heee:
Doc B... :dodgy:
Re: A Very Cassius Christmas: ts_fparadise
Posted by Dr Brasso on
Thu Jan 1st 2004 at 10:06am
Posted
2004-01-01 10:06am
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muwhahahaha!!!!mere lettering cant stop me....!!!muhahahaha!!!!
dude, i would hope by now that youd know me well enough to know i wouldnt steal em from you....im dissapointed cass....
i was just curious where they came from....and now that i know, well.... do you read middle finger sign language??... :heee:
Doc Brass... :dodgy: but honest... :wink:
Re: A Very Cassius Christmas: ts_fparadise
Posted by 7dk2h4md720ih on
Thu Jan 1st 2004 at 4:41pm
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Don't think he put the text over them on your account Doc, so sit down and shut the f**k up. :wink:
runs