View Full Version : New shots of the subway up
tommulder
01-07-2003, 08:59 PM
He-llo ev-ry-bod-y!
Ok well i gessed if i just posted in my last topic no1 would see so i made a new topic images/icons/grin.gif can u please take a quick look at the shots on my site and tell me what you think. Rendering needs to be sorted abit but please just check it out. Post back here or email to tom@mulder.fsnet.co.uk thanks everyone i must be gettin on your nerves now images/icons/tongue.gif but hey! i need some expert advice images/icons/grin.gif the page is here (http://members.lycos.co.uk/parlipharlovsite/newpage0.html).
cheers from me images/icons/smile.gif
Maddieman
01-08-2003, 06:11 AM
Looks good - very moody. Just out of interest, how are you working out the mod's completion status percentage?
Co&Co
01-08-2003, 11:30 AM
indeed....looking very nice! already a lot better then the screens you posted before.
Just a question: do you already know what kind of music you will use? The already excisting MP music or other tracks? Or maybe you haven't thought about it yet?
keep up the good work!
tommulder
01-08-2003, 11:39 AM
thanks guys images/icons/tongue.gif im just guestimating for %age tho. I had one email sayin that the lights were too dark, and i was wondering about this, but the answer is it has to be a deserted/incomplete station because preformance will be sacrificed, so im goin for a moody atmosphere, i will have the story up on the site soon tho.
as for music, i thinks the downsampled byzantine power games might be okay but im not sure where to get moody game music from, co en co if you do mebbe you could get them or point me in the right direction images/icons/wink.gif
it isnt actually 1% geometry yet that was just to show i was doin it... i still need to put in far more details.
could you give me some opinions of this early geometry tho? the trees/plants are complete but im not too sure about the ceiling textures.
thanks again, me
Maddieman
01-08-2003, 11:57 AM
To be honest, you can't really see the celing textures. However, I quite like the tile one you've used on the walls.
Lighting wise, the very far end of the room looks dark - I presume that's because you haven't built any extra rooms onto it yet. In contrast, I sort of think the light near the steps is too strong - I'd tone it down a bit, and see if you can get some more shadows out of it.
Music wise, the byzantine tune was one of my favourites, and I'm planning to use it a bit in k2 as well. However, music taken from elsewhere seems to have a good affect on mods - Bladerunner: Evolution is a good example of this.
Co&Co
01-08-2003, 12:06 PM
so im goin for a moody atmosphere <font size="2" face="Verdana, Arial">That's a good thing. I already liked the lightning. It realy gives the moody atmosphere.
As for the music, for our upcoming level(pack), we're using parts of some movie themes instead of the MP music. We just download the music from the internet, like you would download a song. (we're using WinMX or Kazaa).
The geometry looks ok to me. Maybe some garbage cans and some trash on the floor, some broken snack machines and that kind of stuff.
I take it that light doesn't use the preview algorithm? (it looks like it's bouncing so it musn't) Anyway, tinkering with lightmap resolutions can achieve some nice lighting. In the third screenshot, those adverts on the left hand wall look like they use a low lightmap resolution (probably 2) You might (at some point) want to increase it to 4 or 6 to get a crisper look.
I'd agree with Maddie that the lighting by the stairs looks a bit too bright. You should try to break up the uniformity by turning off the middle light.
Are those light-strips of concrete on the ground at the same texture scale as the surrounding tiles? I'd be inclined to say that they look a bit too sharp, so you might want to scale them up - they look like they repeat too much anyway. Rotating the texture a bit might also make tiling less noticeable.
Other than that I'd say it's looking nice. Keep up the good work - only another 99% of the geometry to go images/icons/grin.gif
SyberianZeppelin
01-08-2003, 04:15 PM
I really the pics so far! But you might wanna consider tacking off some of the posters it looks a little cluttered...I dunno how to mod so i shouldn't really be talking but... images/icons/grin.gif Great Work! images/icons/smile.gif
tommulder
01-08-2003, 04:58 PM
gr8 tips eveyone! i will make these changes to the level.
i do want the level to be pretty crowded tho, these goin to be a helluva crossfire on the platform images/icons/wink.gif it willl b smart (i hope)
new screenies posted in 2-4 hours tho okies?
such a helpful source here images/icons/grin.gif
tommulder
01-09-2003, 03:45 PM
okay well i have some new shots up but i would check tomorrow (or 4-5 hours) and then there wil b some nice new stuff up.
I look forward to the new stuff, as the angles in these screenshots don't show much off. I've got some points to make anyway though.
In the first screenshot, I think the grafitti texture needs to be flipped horizontally. Also, I think you should deepen the recessed area in which the fan sits, so that it's harder to see the back. Lastly, I think the tiled texture on the wall looks a bit too clean, but maybe that's what you were intending.
tommulder
01-09-2003, 05:08 PM
well i dont actually have much of a level to show off. i will b workin on it for afew hours 2nite tho and will build some more geometry.
i was looking into making the wals dirtier but im not sure we shall c. I'll look into the grafiti tho and the fan thing i noticed myself images/icons/wink.gif nice to know i am also able 2 c what is goin wrong!
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