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Topic Starter Topic: Re: Screenshots

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1573
PostPosted: 01-24-2017 01:35 PM           Profile Send private message  E-mail  Edit post Reply with quote


I have my Dpx full :( :D :D Should do cleanup :D :D



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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1189
PostPosted: 03-22-2017 08:43 AM           Profile Send private message  E-mail  Edit post Reply with quote






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Last edited by Bacon on 03-28-2017 05:24 PM, edited 3 times in total.

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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 41471
PostPosted: 03-23-2017 01:39 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Nintendo is calling. They want their IP back :p




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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1189
PostPosted: 03-25-2017 05:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


Monolith soft too :)



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Recruit
Recruit
Joined: 13 Apr 2017
Posts: 5
PostPosted: 04-16-2017 02:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


The last time I made a Q3A map was in 2002. I've started up again lately. Here's my alpha. I'd love some feedback:



Thread: https://www.quake3world.com/forum/viewtopic.php?f=10&t=53233&sid=01a774665f5444a08e3f2e4f9c331d51




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2457
PostPosted: 04-20-2017 07:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Messing around at work... kinda fun open map so far. Been playing a bit of QL and thought i'd make a CA map on my down time at work.








Heres a link if ya feel like a look. I'll make a full post when there is a bit more to look at.
https://www.dropbox.com/s/chk4auvtizpa8mu/work2.pk3?dl=0




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Recruit
Recruit
Joined: 13 Apr 2017
Posts: 5
PostPosted: 04-21-2017 08:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Wow! Such lovely clean lines! I'll be downloading for inspiration! Beautiful map!




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Gibblet
Gibblet
Joined: 10 Apr 2017
Posts: 20
PostPosted: 04-24-2017 07:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah looks kewl fKd!
I re-worked some areas and started the player&bot clipping, i just want to get this damn thing done... its about time. :(




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1573
PostPosted: 05-06-2017 06:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


I finally managed the Camaro model texture working! Though there is some unspecific UV mapping error, which occured lastly after some time (it wasn't originally). Maybe my Windows? So I need to repair that one before the model actually can be distributed. This is what it looks like in game:










Where I got with noclip inside the model, you can clearly see the mirrors are weirdly stretched. I also managed to shoot the bottom of the car, though it's the part that doesn't get to normally rendered unless the player is able to get under the model. I consider removing the underneath part if you don't want to put it somewhere player could see the bottom...



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12150
PostPosted: 05-06-2017 07:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Take a look at some of the model shaders that come with the game. They use vertex lighting in the shader. You'll want to add that to the shader file because right now it's rendered full bright. Looks good though.



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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1573
PostPosted: 05-07-2017 01:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's not final version, I need to repair that mirror bug, but I totally forgot that models need to be lighted slightly different than brushes/patches, though. Thank you. Actually, I used to see models use rgbGen lightingDiffuse (rather than vertex, used for sprites) Actually, that full-bright might be caused also by shader using surface light. Maybe try to remove the surface light and force mappers to use regular entity lights with color selection matching the lights? Making it spotlights and adding flares? And what to do with the bottom face of the car (the mechanical part underneath). In most cases players won't see this surfaces, but when placed somewhere in mechanical engineering workplace (car repair service), the player could actually run underneath. Make two versions of it? One for garage placement, without bottom face, the other with the bottom face for the repair workplace?

I'll make another topic for the model development suggestions, there you could posts suggestions for further model improvements. First version will have the UV mapping bug repaired and shader improved to better placement in maps. Model scale will be altered to match player size (intended to be model of real car 1:1) and of course to better fit in Radiant grid...



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Gibblet
Gibblet
Joined: 10 Apr 2017
Posts: 20
PostPosted: 05-10-2017 12:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


good job man, looks cool!




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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1573
PostPosted: 05-10-2017 02:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well, it's just texturing job, I only added mirrors to make it look more realistic, but the actual modelling job is done by Karan Shah. Website pages (part 1 and 2 of tutorial) are below. Downloaded model is from Part 1. The model is in Blender format originally, distributed will be as ASE model (exported)...

Part 1:
http://cgi.tutsplus.com/tutorials/creat ... -cms-21730

Part 2:
http://cgi.tutsplus.com/tutorials/creat ... -cms-21749



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While you feel the worst ever, turn around facing to Sun and all shadows will pass behind you.” - John Lennon


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Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 484
PostPosted: 05-15-2017 05:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


@fKd: that looks cool. i ran around a bit and the bouncers work really well. one thing that jumped out at me was the RA and YA that are just in kind of L-shaped hallways that could be expanded to have more interesting battles around them. glad to see you are still making stuff for quake. you inspired me to get back to work on a half-finished layout i have been procrastinating on!




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2457
PostPosted: 05-17-2017 12:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thats awesome news Pat, looking forward to having a look!




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Recruit
Recruit
Joined: 14 Feb 2017
Posts: 2
PostPosted: 08-07-2017 11:07 PM           Profile Send private message  E-mail  Edit post Reply with quote






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The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1573
PostPosted: 08-28-2017 04:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


So I ran quick testing compile of my map Schöna (czq3dm1). Caulk hull was temporarily textured to prevent massive HOM effect to appear, you can clearly see it's still lacking huge amount of detail. But you can view the general idea on how the map may look like:




There's a placeholder for the crane currently, this will be changed later by crane brushwork model...

Additional screenshots to view (if you like):










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While you feel the worst ever, turn around facing to Sun and all shadows will pass behind you.” - John Lennon


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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5211
PostPosted: 09-03-2017 02:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


Been slowly working on a new (and hopefully the last) beta for tourney6.

Figured I'd post a screenshot here like the old days. Might be a bit dark, this was just a quick compile.




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