Jadon on 28/4/2005 at 01:13
Ziemanskye, out of curiosity, whats your framerate in those shots?
Springheel on 28/4/2005 at 01:25
Those shots look great. :)
jolynsbass on 28/4/2005 at 03:58
I really like the model town on display.... the light house is a nice touch. Looks great!
Ziemanskye on 30/4/2005 at 18:41
And I was trying to show off...
Nice work Orkin, :thumb:
Jadon - No idea, not looking at fps, just how smooth it runs on my system, but the bar needs a little work - it's a noticable slow. And I'm not actually working on it anymore, no updates till my tester can get it to run! [where are those damn trigger scripts, and how do I get them to him, since they aren't in the ibt? grr... :mad: ]
ProjectX on 30/4/2005 at 19:35
Quote Posted by Orkin Man
Here's the map I'm working on. I just started on the first floor, while the main layout of the basement is done.
It's
nothing all that special , just a gold old-fashioned rob the mansion mission.
nothing special??? nothing special??? That looks amazing!
bloodyzeppelins on 1/5/2005 at 13:49
Wow dude, that looks great!
Jadon on 1/5/2005 at 20:27
Orkin Man Cool! Keep up the good work and does anyone else think the last screenshot of Orkin Man's remind them of Dungeon Keeper 2?
And Ziemanskye I figured as much see all the lights and all.
killed on 1/5/2005 at 21:36
Man, I've been disconnected from the internet way too long. This is driving me crazy, I want that damn editor. Is it pretty buggy to use?
As for the debate with Dario, I believe this has been said before, but engine loyalty is silly. You should let the game dictate the engine choice. Doom 3 engine is a good engine, but for only specific games, such as Thief. Source is a good engine, but has its own drawbacks. Notice that in the outside larger levels in HL2, they use very low res textures for the terrain. Not to mention, it's a pain to do a lot of things in Source. Things should have been made more user friendly and built right into the level editor, like UE3 is doing. But once that comes out I'm sure there will be flaws with it too.
Also, Renzatic, hows this Thief 3 editor coming out effecting the Dark Mod, if at all? (I can still have those photos some day, heh, family stuff has been setting back left and right here. Living arrangments have changed so I don't have access to those churches anymore, but I can go up there this summer sometime)
Bardic on 8/5/2005 at 08:45
Well, here's a little screenshot of my own, and hopefully more people are planning on posting shots. These so far have been awesome.
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http://img112.echo.cx/my.php?image=apt0013ve.jpg) http://img112.echo.cx/my.php?image=apt0013ve.jpg
The problem I am running into is deciding what type of level I want to make. Cavern, City Type, Sewers, Up the side of a building, and Rooftop. I keep starting one of each type and then leaving it to try other things as I learn.
I have one I want to make of our cabin and barn up in the mountains, but I may run into problems with open space. I have all the measurements paced off and it's about 1000x200 feet which I assume is 16,000x3,200 unreal units. Will fog limit the engine from rendering past a certain distance?
Edit: I was wondering why dirt kept falling on my head. It just needed a little reinforcement. ;)
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http://img37.echo.cx/my.php?image=apt0026mz.jpg) http://img37.echo.cx/my.php?image=apt0026mz.jpg