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Archyness #59409
11/21/05 00:22
11/21/05 00:22
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
Serious User
Stansmedia  Offline OP
Serious User

Joined: Mar 2003
Posts: 1,524
Canada
Well I'm in calgary for the weekend.. I was pretty bored last night, so I quickly whipped together a level for fun. Perhaps somebody will get more use out of this so I'm donating it. Yay.




Get the level and stuff here:
www.stansmedia.com/archyness.zip


Decessus - 80% done. 100% abandoned.
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Re: Archyness [Re: Stansmedia] #59410
11/21/05 00:36
11/21/05 00:36
Joined: Jan 2004
Posts: 439
G
Gamesaint762 Offline
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Gamesaint762  Offline
Senior Member
G

Joined: Jan 2004
Posts: 439
Thanks for the level...I have been needing to build something similar to this but have been too busy and lazy! Thanks bro I needed a helping hand! I will modify this to my needs and post shots later on my Ancient Ruins thread thats in showcase 1. GS out.

Re: Archyness [Re: Gamesaint762] #59411
11/21/05 15:26
11/21/05 15:26
Joined: Apr 2004
Posts: 320
TheGameMaker Offline
Senior Member
TheGameMaker  Offline
Senior Member

Joined: Apr 2004
Posts: 320
Well done!!
Looks Pretty good, allthought you used the Standart Textures.

Re: Archyness [Re: TheGameMaker] #59412
11/23/05 03:27
11/23/05 03:27
Joined: Jan 2004
Posts: 439
G
Gamesaint762 Offline
Senior Member
Gamesaint762  Offline
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G

Joined: Jan 2004
Posts: 439
Ok after making some modifications and doing some texture work, here is my version....I will use this for one of the areas inside a huge Library. This is early with simple lighting and no torches...Just wanna get a little feedback on the textures so far...GS out.



Re: Archyness [Re: Gamesaint762] #59413
11/23/05 06:21
11/23/05 06:21
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline OP
Serious User
Stansmedia  Offline OP
Serious User

Joined: Mar 2003
Posts: 1,524
Canada
The brick to cement transition is a little heavy. looks like it doesn't belong. But its your call man.


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Re: Archyness [Re: Stansmedia] #59414
11/23/05 08:05
11/23/05 08:05
Joined: Mar 2004
Posts: 1,821
NewYork, USA
light_mystic Offline
Senior Developer
light_mystic  Offline
Senior Developer

Joined: Mar 2004
Posts: 1,821
NewYork, USA
I know it sounds crazy but seems like to me the floor is using a texture from one of the texture packs from the Total Textures from 3dtotal.com. Looks exactly like it since I own the pack. Which is nothing bad of course but just wondering if my eyes are picking up on such detail. Since it looks very similar.

Paul Tanner.


We are located on the Game Studio Download page under the category of services. Please come and visit the site. We Design professional Level Design, Models, and Textures. Level Design Dreams, LLC
Re: Archyness [Re: light_mystic] #59415
11/23/05 13:20
11/23/05 13:20
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
!!!!!bumpmapping!!!!!!

would be a wonderful improvement...

and scale down the brick texture to achieve sharper, better-looking walls.
take care of the seems along the ceiling.

ntw, i gonna use this level in one of my fzrther projects. i hope nobody´d mind if i´d use it in a commercial game.

Last edited by DaBro0zar; 11/23/05 13:22.
Re: Archyness [Re: broozar] #59416
11/23/05 18:27
11/23/05 18:27
Joined: Oct 2003
Posts: 218
USA
frozenbaby Offline
Member
frozenbaby  Offline
Member

Joined: Oct 2003
Posts: 218
USA
This is what can be done with a little imagination, texturing and lighting

1.) I removed some things that I thought inconsistent with the level, i.e., crossbars in the arches.

2.) Retextured and relit.

Darker I know, but the level called out for it. Removed and replace the torches with models (that I created) and toned down the particle effects abit. Tell me what you think?





Some electrons may have been harmed in transmission, but most were caught in the "electronic condom" and recycled.
Re: Archyness [Re: frozenbaby] #59417
11/23/05 19:56
11/23/05 19:56
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
@ bloodred: Nice contribution! Nice geometry! Only the lighting looks strange: green for torchs and the rest cold bluish is a wierd combination, and too bright at the walls where no torchs are!

@ Gamesaint: The bricks in the arches should be scaled down, maybe they work for the columns, too. I see that you removed the blocky 'paths' at the bottom, a good decision, because it probably let the entities stuck many times.

@ frozenbaby: Your lighting is indeed an improvement.

Re: Archyness [Re: Stansmedia] #59418
03/09/07 05:33
03/09/07 05:33
Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Ran Man Offline
Expert
Ran Man  Offline
Expert

Joined: Jun 2002
Posts: 3,682
Coppell, Texas
Hey, this arch room really came in handy.

I just knocked out the end walls in it and added some dynamic lights to the fire lights.

It is now a big long hallway!

I then flooded it out with water, as this is a swimming scene. Also, added lots of dark fog to help the frame rate.

Anyways thanks!




Cougar Interactive

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