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Posted: Wed Nov 03, 2004 7:50 am
by NRGizeR
Da^JuaN wrote:/me tells NRGizeR that his map aint too bad
*sniff* thanks Da^JuaN... *sniff* that wasn't very nice n99 *sniff* you really took away all my will to live *sniff* wasn't very nice.... *SNIIIIFFF*
Posted: Wed Nov 03, 2004 8:37 am
by Royal^
Genie's map will rawk if he has enough time to do it
Posted: Wed Nov 03, 2004 2:00 pm
by imeiz
/me looks a bit confused and warps away, shouting "ffs where's my fps?" to NRGizeR.. ^^
Posted: Wed Nov 03, 2004 2:21 pm
by NRGizeR
imeiz wrote:/me looks a bit confused and warps away, shouting "ffs where's my fps?" to NRGizeR.. ^^
You're getting them in the mail, remember?
Posted: Wed Nov 03, 2004 2:41 pm
by imeiz
NRGizeR wrote:You're getting them in the mail, remember?
cool, so you better mail em to me atleast a week before we test that map again
Posted: Thu Nov 04, 2004 6:33 am
by rudL
don't be that rude n99
i haven't seen your map yet nrgizer, but u got a cool pic on the left
Posted: Mon Nov 15, 2004 12:31 pm
by zakath
allright, one map coming up by deadline. started today and coming along nicely, so no worries here.
beware you dirty designers who took a 2 month head start
Posted: Sat Nov 20, 2004 9:47 am
by zakath
walls ceilings and floors are on their rightful places, detailing, texturing and stuff still to be done. So I'm fairly sure that it'll be done by deadlline, or I'm sure it wil be done. In case it's horrifying and it sucks, I won't be releasing it
so far I like the overall architechture, suitable for fast combat. And no, this map doesn't have a sewer
Aand, I'm aiming to release this supporting 32bit textures only, so be warned. (unless someone wants to convert my texture pack to 8bits
)
No old textures supported.
Posted: Sat Nov 20, 2004 10:24 am
by Clown
Be warned, this could count against you.
Posted: Sat Nov 20, 2004 12:52 pm
by n99
Indeed it could.
Posted: Sun Nov 21, 2004 7:02 am
by zakath
yes, I know. duely noted and has been considered over
I'd rather go out with a bang than fade away, atleast it'll be something for the people to discuss over
Posted: Sun Nov 21, 2004 10:22 am
by NRGizeR
zakath wrote:yes, I know. duely noted and has been considered over
I'd rather go out with a bang than fade away, atleast it'll be something for the people to discuss over
hmm... it's not really that much of a trouble converting the textures to .wal enabling EVERYONE to play the map, I mean if you don't care to spend extra time making them all nice looking, you could still just speedconvert them in half an hour...
I mean, this still wouldn't make a difference for the ones using hi-res textures....
-NRG
Posted: Sun Nov 21, 2004 12:22 pm
by zakath
the problem is that when I build the textures to 32bit and then load 'em up to wally they're damn screwed up. that palette is so limited and it screws up the colors.
if I have time, I will look into it, but as I said earlier I'm aiming for 32bit - if things should go smoothly , who knows.
the 8 bits *will* be supported, you can load the map and all, but it looks horrifying atm, due the conversions from 32->8bit.
Posted: Sun Nov 21, 2004 2:53 pm
by Rallu
zakath, use photoshop plugin that allows you to save directly to .wal. Wally is so crap tool that you shouldn't even think about it
Posted: Sun Nov 21, 2004 3:13 pm
by WizardExt
that plugin is a bit inaccurate, uses colours on the q2 palette which will turn out as whole other colour in q2.