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Re: Archyness
[Re: Stansmedia]
#59414
11/23/05 08:05
11/23/05 08:05
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Joined: Mar 2004
Posts: 1,821 NewYork, USA
light_mystic
Senior Developer
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Senior Developer
Joined: Mar 2004
Posts: 1,821
NewYork, USA
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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
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Re: Archyness
[Re: light_mystic]
#59415
11/23/05 13:20
11/23/05 13:20
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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!!!!!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.
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Re: Archyness
[Re: broozar]
#59416
11/23/05 18:27
11/23/05 18:27
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Joined: Oct 2003
Posts: 218 USA
frozenbaby
Member
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Member
Joined: Oct 2003
Posts: 218
USA
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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.
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Re: Archyness
[Re: Stansmedia]
#59418
03/09/07 05:33
03/09/07 05:33
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Joined: Jun 2002
Posts: 3,682 Coppell, Texas
Ran Man
Expert
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Expert
Joined: Jun 2002
Posts: 3,682
Coppell, Texas
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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! 
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