04-25-2008, 03:06 PM | #81 |
Re: Stargate Mod
Awesome. I don't know why, but this screen astounds me! It's probably because i don't have many FPSs, only one to be exact.
It's probably because i don't have many FPSs, i only have one to be exact.
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04-25-2008, 03:47 PM | #82 |
Re: Stargate Mod
Honestly, to me it looks like a few square, simplistic looking maps, with other author's models thrown in there. The design lacks depth and style, feels flat and lacks details which can improve it a long way. I'm not seeing what's 'awesome" about this.
For example - the desert location can go a long way with the design. Right now it has a flat surface, and some sloped edges to the sides, with models thrown in the middle. Why not give it a better looking landscape and some interesting lighting/shading being cast by the sun.
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04-25-2008, 04:22 PM | #83 |
Re: Stargate Mod
lol. I just like it. But i can see your point.
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04-25-2008, 04:42 PM | #84 |
Re: Stargate Mod
When will the mod be done?
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04-26-2008, 12:37 AM | #85 | |
Re: Stargate Mod
Quote:
TBA And just to prove Quakis wrong I may post another screen if he anoys me that the maps look crapy again.
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Last edited by The Commander; 04-26-2008 at 12:41 AM.
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04-26-2008, 09:14 AM | #86 | |
Re: Stargate Mod
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It's customary to comment on WIP shots. Usually when someone posts WIP shots the intention is to get feedback. This is obviously your reason as well but you just don't see to get that there's negative criticism as well. For example, the AMC WIP screenshots thread is full of good screenshots of relatively finished locations followed by proper and fair criticism.
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04-26-2008, 10:06 AM | #87 |
Re: Stargate Mod
so just explain that it's a WIP and you will be improving whatever people are commenting on. Don't have to go 'Do you actually read what is written on pictures?'. Who cares since it's a WIP.
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04-26-2008, 10:30 AM | #88 |
Re: Stargate Mod
Well usally I will go on the defence when someone posts some criticism thats all ready been mentioned before and that the user is to lazy to read the whole thread to see that. And that the user hasnt even brought out any work them selfs or anything better.
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04-26-2008, 11:01 AM | #89 | |
Re: Stargate Mod
Quote:
And what does this have to do with anything related here? Because this is completely irrelevant.
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04-26-2008, 11:24 AM | #90 |
Re: Stargate Mod
Dont care any more. Say what you want. Other members like what they see so far so they will be even more impressed later on. Why give you the whole pie when I can just give you a piece of it?
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04-26-2008, 12:27 PM | #91 |
Re: Stargate Mod
I think that this picture does look nice even if it was very simple to do by putting in models and choosing a skybox.
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04-26-2008, 12:36 PM | #92 |
Re: Stargate Mod
Yeah, it looks good for a mod that is still in the early stages so **** off Quakis.
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04-26-2008, 01:12 PM | #93 | |
Re: Stargate Mod
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Keep up the good work commander.
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04-26-2008, 01:24 PM | #94 |
Re: Stargate Mod
Yes please dont do that Radar.
heh, thanks.
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04-26-2008, 03:38 PM | #95 |
Re: Stargate Mod
Sorry. I should have thought before i posted.
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04-26-2008, 08:49 PM | #96 | |||
Re: Stargate Mod
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I think you should take the models and create more detailed skins for them, they have a lot of potential but need a lot of work. I'd also look for a more detailed skybox similar to this one, they have a lot of free ones around the net or you can make your own. As for the map, I'm pretty sure you just made up something quick to show off some new stuff you have put into the game. I would look through various episodes of the show that have environments like that, pause the scene and use that as a basis to create your map. It would help with inspiration at least This mod has a lot of potential, keep up the good work!
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04-26-2008, 09:35 PM | #97 | |
Re: Stargate Mod
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Also, The Commander, you need to either accept criticism a bit better or wait until your mod is farther along in production before posting shots. What's the point of posting a bunch of obviously unfinished map shots and then getting pissed off when people tell you what needs to be improved? I don't get it. The bottom line is really this: if you don't want your work to be criticized, don't submit it to the criticism of the public eye. Now, please, everyone carry on nicely before I have to go and post some stupid picture of a lock and prematurely end this discussion. |
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04-27-2008, 03:18 AM | #98 |
Re: Stargate Mod
Thanks TX, Hudson and the rest.
That Atlantis screen shot was only a screen to get some ideas from and show that Atlantis will be in it. It was only a screen capture of a square room and a bunch of models to show off I guess. Maybe I should have explained that a bit better on MODDB. Yes Hudson, I have allready got a better model replacement for the Atlantis stargate too. But Im still mainly consintrating on the Earth side of things for the moment.
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04-27-2008, 08:57 PM | #99 |
Re: Stargate Mod
Have you got started on your enemies yet?
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04-28-2008, 12:33 AM | #100 |
Re: Stargate Mod
Ive got the replicators done, But not any others as of yet. Hard to find models for them.
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04-28-2008, 03:32 AM | #101 |
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Re: Stargate Mod
Do It Yourself
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04-29-2008, 12:35 AM | #102 |
Re: Stargate Mod
Don't be a wanker Hellbound... I can do basicly just about everything else other than "making" models. (I can convert though) So Im sure thats more than what some people can do. Ive tried learning how to model in both Milkshape and Blender and it just isnt my cup of tea im afraid. I will get there in the end though.
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04-29-2008, 08:16 AM | #103 |
Re: Stargate Mod
Why does everyone keep saying to make your own skybox for the Atlantis screen? It's supposed to be just water as there's nothing but ocean around Atlantis...
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04-29-2008, 09:46 AM | #104 |
Re: Stargate Mod
heh, Im not to sure really. I did have the video options on low when I took that shot. That might explain something?
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04-29-2008, 12:06 PM | #105 | |
Re: Stargate Mod
Quote:
its kinda like when someone made a duke 3d mod for hl2 and 3drealms stopped them. it seems like an a**hole move (it kinda is actually) but MGM was developing their own Stargate game and didnt want anything to take away from its sales. |
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04-29-2008, 12:25 PM | #106 |
Re: Stargate Mod
Well, I think if you go to MODDB and look at how many SG mods there are in development for all the differnt games out there I would asume that MGM are going to have a hard case on there hands at trying to stop them all. And I dont really think MGM would really do that because I havent seen any shut down yet by them and if they say they have been I suspect that its there cheap way out of not developing the mod any more.
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04-29-2008, 11:20 PM | #107 | |
Re: Stargate Mod
Quote:
A lot of those mods you mention use a disclaimer somewhere probably. That often will protect you, but not always. In any event, for a Duke mod it matters not honestly. Rarely do Duke mods get enough attention to be noticed by MGM or Fox or the like (Hence the eight billion Alien TC for Duke that are non-foxed)
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04-30-2008, 02:17 PM | #108 |
Re: Stargate Mod
Getting that Egyption feeling?
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04-30-2008, 02:21 PM | #109 |
Re: Stargate Mod
Textures look awesome.
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04-30-2008, 02:30 PM | #110 |
Re: Stargate Mod
Man, Are you in any other threads on 3DR or just this one?
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04-30-2008, 02:43 PM | #111 |
Re: Stargate Mod
Thats awesome. Reminds me of the DooM 64 Atmosphere.
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04-30-2008, 03:06 PM | #112 |
Re: Stargate Mod
Needs a bit more atmosphere. My suggestions for that scene, which can be approached with some good lighting techniques and make it feel less flat.
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04-30-2008, 03:11 PM | #113 |
Re: Stargate Mod
Well, It does have a touch of red fog, that might be it.
EDIT: Well if you can map like that go ahead and be my guest. Half of that isnt even possible with out straining your self. There is light to the right off camera as it is
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Last edited by The Commander; 04-30-2008 at 03:26 PM.
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04-30-2008, 03:59 PM | #114 |
Re: Stargate Mod
Um, i am in different threads. Don't you ever see me in any HRP threads?
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04-30-2008, 04:14 PM | #115 |
Re: Stargate Mod
I was just being a smart ass.
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04-30-2008, 08:11 PM | #116 |
Re: Stargate Mod
I like it, very nice textures.
Anyone check out my project |
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05-01-2008, 09:37 AM | #117 |
Re: Stargate Mod
You're right in that everything would look much better that way but shading like this is very hard to do in Duke and probably not really worth the fuss. I think with the torches alone and some basic wallshading it'd look just fine.
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05-01-2008, 09:50 AM | #118 |
Re: Stargate Mod
Yes well, I cant exactly have shading in this room because of the fog that I am using.
(Try build a square room in mapster and place another red sector square in the middle and give both the roof and the floors of these sectors a pal of 27 then set the shade of the middle square to a darker colour than the outer square and you will see what I mean. Unless im missing something) I will try using shading textures and see what that will do.
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05-01-2008, 09:56 AM | #119 |
Re: Stargate Mod
I've never really used fog, so I barely know the limitations of it. But the above lighting can be achieved through some simple gradiation. It's not really that difficult. As for the glow on the walls, could possibly be done with a seperate sprite with transparancy - but that part isn't really important.
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05-01-2008, 10:59 AM | #120 |
Re: Stargate Mod
(I dont have any torch models but just pretend they are there for the moment Quakis) Does this look better to you Quakis, I had to remove the fog to get it right. Still isnt perfect I know.
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