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Re: crypt [Re: TheExpert] #95328
10/23/06 17:50
10/23/06 17:50
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
Senior Developer
anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
personally I imagine a crypt to be dark, dusty, with cobwebs and a few skeletons lying about. This looks more like the hall of an old castle at night.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: crypt [Re: anonymous_alcoho] #95329
10/23/06 23:15
10/23/06 23:15
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I really like this crypt, great atmosphere too. There's one little something that I've noticed though.

When I first looked at the pillars I thought they were floating. This has got to do with the floor textures, those stones are tiling under the pillars. In real life, the (floor) stones would stop right in front of the pillars and go around them so to speak. Such pillars go deeper in the ground than just at the floor level.

I'm not a perfectionist myself, but if you would want it to be really perfect ...

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: crypt [Re: PHeMoX] #95330
10/24/06 00:10
10/24/06 00:10
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
blocks or models?

anyways, looks good. a bit too empty and clean, too light, but other than that, good work!

Re: crypt [Re: PHeMoX] #95331
10/24/06 07:29
10/24/06 07:29
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Quote:

When I first looked at the pillars I thought they were floating. This has got to do with the floor textures, those stones are tiling under the pillars. In real life, the (floor) stones would stop right in front of the pillars and go around them so to speak. Such pillars go deeper in the ground than just at the floor level.




Since I am creating games I am looking at others professional games with good level design how they handle this Problem. Now be suprised alot of them don´t care about it. And I personally never saw this, because if I am playing a game I usually don´t care about such details. I also found out, that if I use the free camera mode where you can fly around in the levels, some parts look "bad" if you see them from far away and concentrate on them. Ingame you think damn this looks fantastic. I will see if I can make some screenshots of what I mean.

I know that NOLF and STEF2 used some "TGAs" to hide some borders, but I think they did it because the contrast at the borders were very high because the levels were made out of models. IF you have a good lightmap on the level, the hard contrast between the borders isn´t visible while playing.


:L
Re: crypt [Re: EX Citer] #95332
10/24/06 14:08
10/24/06 14:08
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Actually I saw some of these 'errors' in the latest Tomb Raider game too. I guess they would have fixed it when they would have had some more time, because overall the texturing is correct.

You're right though, when you're playing a game you might not even notice this, so perhaps it's not that important to fix.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: crypt [Re: PHeMoX] #95333
10/24/06 20:37
10/24/06 20:37
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
I'm sorry if this has been said before... but the only thing i noticed is that the pilars and the gound texture don't "flow" into each other. the edge on the bottom of the pillar is so smooth and straight that it looks like it doesn't go with the floor. know what I mean? I'm a programmer and not a texturist, so I wouldn't know how to change that, but that's just what I noticed...
Other than that: GREAT WORK!!!
looks amazing

Micha


~"I never let school interfere with my education"~
-Mark Twain
Re: crypt [Re: TheExpert] #95334
10/27/06 18:49
10/27/06 18:49
Joined: Jul 2002
Posts: 156
Thüringen
SFMAT4 Offline OP
Member
SFMAT4  Offline OP
Member

Joined: Jul 2002
Posts: 156
Thüringen
Hi all,

in these week im look at my screen on several displays and overall the level is realy bright. Maybe my monitor is realy dark. Please tell me your opinion about the darkness in these screens


Quote:

Did you make these textures? Very nice.




yes


Quote:


Will it be a level for a game ? are you trying to copy
the incoming FPS /Adventure Migh and Magic ?




No these is just a test level for testing out my skills. And yes I´m playing Dark Messiah and a lot of gothic 2 but I design these crypt without the mind to make a clone or something else.

And here are a new screen. I add some mor details and torches.

regards
SF




www.easyparticle.com Das Leben ist ein scheiß Spiel. Aber die Grafik ist verdammt Geil!
Re: crypt [Re: SFMAT4] #95335
10/27/06 19:34
10/27/06 19:34
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
Nicely done!Good atmosphere and very realistic torches(maybe you should add some oily dirt near them?).
I think that some thin dark fog to imitate the dust will look good besides you may add flickering light coronas around the flames

Re: crypt [Re: Shadow969] #95336
10/27/06 23:28
10/27/06 23:28
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
The broken floor plate is fantastic!


Models, Textures and Games from Dexsoft
Re: crypt [Re: Machinery_Frank] #95337
10/27/06 23:36
10/27/06 23:36
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
Nice screens. I would like to see a version with really dark shadows. As it stands it works just fine, but I would think the dark areas would be more pronounced. It should be as easy as bringing down the global ambient value to something along the lines of 5-15 RGB.


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