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Re: The Truth Reveled
[Re: darkjavas]
#164486
10/30/07 22:23
10/30/07 22:23
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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overlit scene with default textures. looks good start, pay attention to minor and major details, we do have computing power to render it
"Yesterday was once today's tomorrow."
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Re: The Truth Reveled
[Re: darkjavas]
#164488
10/30/07 23:01
10/30/07 23:01
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Just a question out of interest, are those duke nukem 3D textures? So far not bad, but you need to think of some more structure within your level design. At the moment it's pretty empty and all there is are cubic spaces. That's fine to start with, but you need to think in terms of functionality if you want to make a scene really convincing. Good luck, Cheers
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Re: The Truth Reveled
[Re: darkjavas]
#164490
10/31/07 03:49
10/31/07 03:49
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Joined: Jun 2006
Posts: 96
Straight_Heart
Junior Member
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Junior Member
Joined: Jun 2006
Posts: 96
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cant say anything worthwhile about your screens other than its reeeeeddddddd. The white light in the first shot dosent fit with the red color of the rooms.
You're not as unique as you think you are, try again.
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Re: The Truth Reveled
[Re: darkjavas]
#164493
10/31/07 09:44
10/31/07 09:44
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Joined: Jul 2002
Posts: 4,436 Germany, Luebeck
Xarthor
Expert
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Expert
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
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If I recall correctly: The blue value of any light must not be zero. To be sure always use 1 as lowest setting for each color component. Example: For a red color: rgb(255,1,1)
About your screenshots: Interesting for a start and a beginner. But there is definatly room for improvements.
Hint: Find a game that suits the style you are after, run it and just take a look at the level design. Make notes or even some sketchs and pay attention to details like: how to they embed a door into the wall, how is the transition from floor<->wall and wall<->ceiling .. what other stuff is in there etc. You should also consider what you design as blocks (wed) and what you could add as models. (cables and all the fine detailed stuff should be models)
edit: You should also always keep in mind what function the room has and what might be needed in the real world. But don't just try to make everything "real" .. as a game developer you mostly need to make a compromise between "real" and "gamer friendly".
If you have the chance: pick up the HL2 episode one (and two) and play it with the comment marks switched on, there are some nice hints and tricks where even indies can learn from.
Last edited by Xarthor; 10/31/07 09:47.
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Re: The Truth Reveled
[Re: Xarthor]
#164494
10/31/07 11:47
10/31/07 11:47
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Joined: Oct 2004
Posts: 4,134 Netherlands
Joozey
Expert
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Expert
Joined: Oct 2004
Posts: 4,134
Netherlands
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Indeed the area is waaay too red. Use lightning with care and place it on the right places. The white lamp shouldnt have that big lightrange, make it so small that it just doesnt touch the walls and the ground. It will look like its turned on, and in real life the lamp wouldn't make such an odd white spot on the wall. The textures are often cut off (for example, the roof, that thing above the gate, the floor in the second room. Make sure they fit in your environment, and be sure not to use too much repetition. With standard textures is ment that you used alot of them from the standard.wad. They just look very unprofessional and gives your game that blocky empty nonrealistic feeling . And, yeah, dress your rooms with stuff, models, make it less empty.
Click and join the 3dgs irc community! Room: #3dgs
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