UAC Tech Base

Talk about our & your projects.
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

UAC Tech Base

Post by BlazingPhoenix »

This is a map I'm making called UAC Tech Base, it will use GZDoom features, like "3D" swimmable water, and 3D floors.
Here's screenshot so far....:

Image
User avatar
BioHazard
Posts: 408
Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
Contact:

Post by BioHazard »

Eh, not enough atmosphere. Play around with the varying light levels as it's too flat now.
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

I advise unpegging the upper and lower textures on your 'windows'. Reminds of something I made a couple of yers ago, so your doing alright. Though Bio is right, it needs more light variation.
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Post by BlazingPhoenix »

There's only one little problem I'm having so far.......and that is texture alignment, I just can't seem to get these textures aligned properly!
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Use the 3d mode Luke. It's the best thing around for aligning textures. Otherwise, DB is equipped with auto-aligner. Works like a charm in the.. 3d mode :)
User avatar
Phobus
Posts: 227
Joined: Sat Sep 03, 2005 11:48
Location: Orpington, Kent, England
Contact:

Post by Phobus »

or press the A key in the normal map editor after selecting the walls. This will bring up an alignment box that allows you to align the texture of your choice over the selected linedefs.
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Post by BlazingPhoenix »

Thanks for the comments guys. Right now I'm working on getting another screenshot up.

Bio: I'm toying around with light levels for outside areas.
User avatar
BlazingPhoenix
Posts: 488
Joined: Sun Aug 28, 2005 5:11
Contact:

Post by BlazingPhoenix »

Pardon the double-post but......

Image
User avatar
jallamann
Posts: 66
Joined: Wed Nov 23, 2005 10:01

Post by jallamann »

Looks plain boring.
User avatar
Graf Zahl
GZDoom Developer
GZDoom Developer
Posts: 7148
Joined: Wed Jul 20, 2005 9:48
Location: Germany
Contact:

Post by Graf Zahl »

:blergh:
User avatar
BioHazard
Posts: 408
Joined: Mon Jul 25, 2005 10:02
Location: Middle of California where there is no air.
Contact:

Post by BioHazard »

I had a pretty nice high-detail mock-up of that last shot going, but DB locked up again 'cause it sucks.
User avatar
Hobbs
Posts: 61
Joined: Sun Aug 07, 2005 22:15

Post by Hobbs »

KingofFlames wrote:Pardon the double-post but......

Image
:yuck:

@bio: heh
Last edited by Hobbs on Tue Feb 14, 2006 18:19, edited 1 time in total.
User avatar
wildweasel
DRD Team Admin (Inactive)
Posts: 2132
Joined: Wed Jun 29, 2005 22:00
Location: the Admincave!
Contact:

Post by wildweasel »

I always saw TEKLITE as more of a door or pillar texture than a general wall texture...it doesn't really look good in that room.
User avatar
Snarboo
Posts: 469
Joined: Thu Jul 07, 2005 2:35
Location: space station base of the UAC

Post by Snarboo »

Yeah, I agree. Perhaps the TEKLITE can be inlayed into the gray brick pillars, and then use another texture for the room itself?
User avatar
Paul
DRD Team Admin (Inactive)
Posts: 1058
Joined: Thu Jun 30, 2005 13:30
Location: Poland - Grojec / Radom
Contact:

Post by Paul »

Hmm.. hard to say anything constructive :? the floor needs more detail, not in *omg 100 sectors* but something to look at, like a different floor texture. The walls are too repetive in the lights pattern. Again, add something to actually look at. Also, try to take screenshots at a larger resolution next time.
Post Reply

Return to “Projects”