DP "photography"
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DP "photography"
http://scar3crow.circa1984.com/quakeshots/
I did some "photography" of most of e1 and a snippet of e2 in Darkplaces using Romi's rtlights at 1600x1200 with some minor bloom in an attempt to get some decent Quake oriented wallpapers.
Theyre not perfect, but I enjoy some of them.
I did some "photography" of most of e1 and a snippet of e2 in Darkplaces using Romi's rtlights at 1600x1200 with some minor bloom in an attempt to get some decent Quake oriented wallpapers.
Theyre not perfect, but I enjoy some of them.
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scar3crow - InsideQC Staff
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- Location: Alabama
Im considering doing at least one shot per level of id maps.... Just a showcase of each area in Quake.
But yes, the geometry is very primitive, the texturing not quite great... but didnt they make those maps in a modified Doom editor ?
But yes, the geometry is very primitive, the texturing not quite great... but didnt they make those maps in a modified Doom editor ?
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
I still think iD's maps look good overall, just the main thing that bothers me is texture alignment; it wasn't as noticable in software rendering Quake which is what Quake was designed from really.
Since engines are sharper / more colorful / prettier like ponies you're now you're able to easily spot misaligned textures from greater distances, especially when it comes to a curved surface leading to another in Quake's standard map set...
Since engines are sharper / more colorful / prettier like ponies you're now you're able to easily spot misaligned textures from greater distances, especially when it comes to a curved surface leading to another in Quake's standard map set...
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RenegadeC - Posts: 391
- Joined: Fri Oct 15, 2004 10:19 pm
- Location: The freezing hell; Canada
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