Author Topic: _  (Read 24459 times)

XtremeBain

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Re: fishtank castle map
« Reply #20 on: January 04, 2006, 06:47:32 PM »
It would be nice if the texture on the towers and the arch area that they touch were the same texture...
Blame that on:
a) Poor middle-age construction
b) Idiot fish tank castle designers

Termin8oR

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Re: fishtank castle map
« Reply #21 on: January 06, 2006, 10:03:43 AM »
Hmmm with castles like that, you should make it look like you are in a fish tank.
Nice Job

-Termin8oR

jitspoe

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Re: fishtank castle map
« Reply #22 on: January 06, 2006, 01:02:44 PM »
haha, if you had it all underwater, the rounds would be pretty short. ;)

Dirty_Taco

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« Reply #23 on: January 06, 2006, 01:42:31 PM »
Post removed
« Last Edit: July 26, 2010, 01:01:50 AM by Dirty_Taco »

jitspoe

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Re: fishtank castle map
« Reply #24 on: January 06, 2006, 02:11:28 PM »
Dude, no.  I invented the spiral staircase!  It's patented!  You're going to have to pay for the rights!

Hehe, of course it's ok.  In fact, you can just click a button to make them in BSP.  But you like to do things the hard way, so carry on. ;)

IronFist

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« Reply #25 on: January 06, 2006, 02:41:28 PM »
Post removed
« Last Edit: July 25, 2010, 10:57:17 PM by IronFist »

Dirty_Taco

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« Reply #26 on: January 06, 2006, 04:28:07 PM »
Post removed
« Last Edit: July 26, 2010, 01:01:43 AM by Dirty_Taco »

jitspoe

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Re: fishtank castle map
« Reply #27 on: January 06, 2006, 04:41:31 PM »
Too dark.

Matze

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Re: fishtank castle map
« Reply #28 on: January 06, 2006, 05:47:14 PM »
For me it looks good.
maybe just a little bit brighter.A little.

Eiii

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Re: fishtank castle map
« Reply #29 on: January 06, 2006, 06:22:42 PM »
Not too dark! Make it at night!

Looks great.

Clipz

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Re: fishtank castle map
« Reply #30 on: January 06, 2006, 08:20:41 PM »
Wow nice ideas man looks like its going to be a good map cant wait to play it

jitspoe

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Re: fishtank castle map
« Reply #31 on: January 07, 2006, 06:02:49 AM »
Well, the problem is, aside from part of the stairs, there is no contrast in the lighting.  No definition -- you can barely even make out the windows.  It just looks uniformly dark.  Also, if there are no lights indoors, this medium-dark outdoor lighting won't be sufficient.  Keep in mind that not everybody's monitor is as bright as yours.  When I looked at these screenshots at work, it looked like it would be an eye strain to see other players.  Use something like midnight as a comparison.  If it's darker than midnight, it's too dark.

agent-hwk

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Re: fishtank castle map
« Reply #32 on: January 07, 2006, 11:43:20 AM »
looking good

Dirty_Taco

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« Reply #33 on: January 07, 2006, 02:44:08 PM »
Post removed
« Last Edit: July 26, 2010, 01:01:40 AM by Dirty_Taco »

jitspoe

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Re: fishtank castle map
« Reply #34 on: January 09, 2006, 01:55:29 AM »
I think the color values are between 0.0 and 1.0.

Dirty_Taco

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« Reply #35 on: January 09, 2006, 02:22:58 AM »
Post removed
« Last Edit: July 26, 2010, 01:01:37 AM by Dirty_Taco »

SeZZ

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Re: fishtank castle map
« Reply #36 on: January 09, 2006, 07:10:28 AM »
lol

jitspoe

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Re: fishtank castle map
« Reply #37 on: January 09, 2006, 01:02:40 PM »
Quote
"_sun_color" "# # #"

Use "_sun_color" to specify the color of the sunlight. It takes a standard RGB color value, just like a light's "_color" key. If there is no "_sun_color", ArghRad will use the color of the sky surface instead.

Example:

   {
   "classname" "worldspawn"
   "_sun_light" "280"
   "_sun_color" "1 .75 .5"
But then you'll need to up the brightness of the sun light.  I think it should be at least 100, otherwise people are just going to crank up their brightness and make everything look bad.

Dirty_Taco

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« Reply #38 on: January 09, 2006, 02:20:17 PM »
Post removed
« Last Edit: July 26, 2010, 01:01:27 AM by Dirty_Taco »

Clipz

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Re: fishtank castle map
« Reply #39 on: January 09, 2006, 05:35:23 PM »
Is there anyway i can get a sneak preview on it :)