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Topic Starter Topic: Re: Screenshots

Old Skool'
Old Skool'

Joined: 02 May 2002
Posts: 5116
PostPosted: 12-24-2011 07:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm sorry, but you have to give me those textures right now! Looks amazing. I do think I liked the brickstyled floor instead of this one though. It looks awesome, but it doesn't fit. (imo)




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The Illuminated
The Illuminated

Joined: 08 Sep 2000
Posts: 1073
PostPosted: 12-24-2011 08:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Fjoggs wrote:
I do think I liked the brickstyled floor instead of this one though. It looks awesome, but it doesn't fit. (imo)

Oh really ... :D

Image



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Insane Quaker
Insane Quaker

Joined: 30 Jan 2006
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PostPosted: 12-24-2011 08:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


:D



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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2246
PostPosted: 12-24-2011 08:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


happy holidays mappers :D

looks like another solid texture set is on the way. boowa. gg sock :up:




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Señor Shambler
Señor Shambler

Joined: 07 Mar 2006
Posts: 849
PostPosted: 12-24-2011 10:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


insanet wrote:
Teaser
Image

Uploaded with ImageShack.us


Just FYI: building out at really big grid coords isn't recommended because of floating-point limitations (which basically means brushes will start disappearing randomly or having odd artifacts when you manipulate them). The closer you are to the origin the more precise and nice things will be. Technical details here. Still cool, though. :)




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36623
PostPosted: 12-24-2011 11:24 PM           Profile   Send private message  E-mail  Edit post Reply with quote


But coordinates are integers (whole numbers), not floats, right?



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Señor Shambler
Señor Shambler

Joined: 07 Mar 2006
Posts: 849
PostPosted: 12-24-2011 11:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


The grid inside of Radiant is integer-based, but brushes themselves are defined as the intersection of a set of planes, which are in turn represented in either point-normal (or normal-distance, not positive which) format, both of which use 3D floating-point vectors.

Edit, relevant structures:

Code:
typedef struct brush_s
{
    // stuff
    face_t    *brush_faces;
    // more stuff...
}

typedef struct face_s
{
    // ...
    vec3_t    planepts[3];
    plane_t    plane;
    // ...
}

typedef struct
{
    vec3_t   normal;
    double   dist;
    int      type;
} plane_t;



Also: it might be the case that they're doing something smart with how they deal with big coords in the code to mitigate what I'm talking about, but I know that I've tried to build in the 20k+ range and had stuff go haywire before. :toothy:




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Commander
Commander

Joined: 19 Feb 2005
Posts: 102
PostPosted: 12-25-2011 09:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


yeah theres little to no chance it'll ever compile the vis stage....

nice new textures soc, :D




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10428
PostPosted: 12-25-2011 10:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


skinmaster wrote:
yeah theres little to no chance it'll ever compile the vis stage...


I think it would compile just fine. Care to share your reasoning?



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
Posts: 2895
PostPosted: 12-25-2011 10:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


max vis exceeded, my map is way smaller than that, and i had max vis issue before rethinking the open area




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Recruit
Recruit

Joined: 20 Dec 2011
Posts: 7
PostPosted: 12-25-2011 04:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


hey thanks for the tip Kaz, i was wondering why the friking bounding box was disappearing all the time, lol. any more tips about building friking big maps are welcomed guys.




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Commander
Commander

Joined: 19 Feb 2005
Posts: 102
PostPosted: 12-25-2011 04:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


my current map had a huge central area when i duped it originally, so i decided to turn the 2nd base sideways.. heres a current pic, i duped the base to show you where red base will go when im ready to make it...

Image

big is hard to do, you have to plan your montains out in advance to make point of view areas, so to do this city you may ave to take some liberties and cut a chunk of it out and move it somewhere else, ie, do scenes, in smaller 'ravine" type areas.




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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2246
PostPosted: 12-25-2011 09:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Image :olo:




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Trainee
Trainee

Joined: 18 Apr 2010
Posts: 31
PostPosted: 12-25-2011 10:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
Image :olo:


That guy must have encountered an error near the point of finishing his first quake 3 map. The error probably quit GTK Radiant before he got a chance to save it. He must have been mad :olo:.



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Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 204
PostPosted: 12-25-2011 10:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


4 point clipping-heh




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Commander
Commander

Joined: 19 Feb 2005
Posts: 102
PostPosted: 12-26-2011 08:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


its not that hard to get big, the trick it takes time to plan the terrain out first with rough brushes, and high sides, complete with sky brushwork sealing it in, have a path from your source material in mind but take the liberty of turning some corners on the mountain, rather than one expanse, if you plan it right you might use caves connecting parts as secondary routes to the out doors paths.

the second option is to not use paths at all in the sense of corridors/turns to connect valleys/mountains, instead you could 'fake the scene extension" with a texture and a "door/teleporter' which puts you into a new area completely sealed on its own, with a similar type of false scene of the whole mountain behind the door..

small areas, with the back drop or multiple layers of backdrops making it appear as if the whole scene is polygons, when in fact it would be a series of a half dozen different boxed in teleport-to maps.

:D
anyay screenie related-wizard101 screenie from my fire characters game
the fire on this building is spiraling up the building and the secondary thingy is spinning sprites following a train path around the same spiral... neat effect use.



this game uses the above described idea a lot, it has huge areas and divides the with simple gates which cause scenes to load, ie the nex map area, in q3 though, its as simple as teleporting from one museum type area to another. Can you o a good job scene faking though?

if there is a path and it passes through a wall, thats where you cut the map into another piece and build a projection wall with enough space in front of it for a couple of layers of sprite scenery




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Mercenary
Mercenary

Joined: 07 Sep 2009
Posts: 217
PostPosted: 12-27-2011 10:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


skinNCNmaster wrote:
max vis exceeded, my map is way smaller than that, and i had max vis issue before rethinking the open area


are you compiling within radiant? if so that could be your problem.



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
Posts: 2895
PostPosted: 12-27-2011 11:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


um well for one i hadn't hinted the map out yet, i'd had a rough layout and duped it to check if vis could handle it face|face with one long open yard between the 2 bases... now that it's hinted vis compiles blue base in less than a minute, so i imagine when ready to flip and texture red side, vis will work pretty fine., i've been very careful to handle the walls in the center corner though, &am still wondering how the tris are going to display as it comes together. :D

was just watching some defrag videos whoah! awesome trick stuff: D

heres a shot i collaged from the latest world in wizard101, this shows how to make something big like a tree with a whole pavilion upon it and large outer map lands, all connected by the seemingness of their presence.



the little purple square in the picture is a backdrop animation via the game circle players are standing on in front of me, ninja pigs, three pigs dressed ninja in a little vidiette

goths site has an interesting skybox example you should look at, its one of the tricks




Last edited by skinNCNmaster on 12-29-2011 12:57 PM, edited 4 times in total.

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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36623
PostPosted: 12-27-2011 11:53 AM           Profile   Send private message  E-mail  Edit post Reply with quote


[quote="^Ghost"][quote="skinNCNmaster"]max vis exceeded, my map is way smaller than that, and i had max vis issue before rethinking the open area[/quote]

are you compiling within radiant? if so that could be your problem.[/quote]
Why would that matter?



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Mercenary
Mercenary

Joined: 07 Sep 2009
Posts: 217
PostPosted: 12-27-2011 03:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


idk but it matters, i tried compiling a map with radiant, and i got the same error, but when i compile with q3map2 it compiles fine

btw im pretty drunk so forgive me if i seems repetitious.



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The Illuminated
The Illuminated

Joined: 12 Mar 2005
Posts: 1939
PostPosted: 12-27-2011 05:16 PM           Profile   Send private message  E-mail  Edit post Reply with quote


^Ghost wrote:
idk but it matters, i tried compiling a map with radiant, and i got the same error, but when i compile with q3map2 it compiles fine

btw im pretty drunk so forgive me if i seems repetitious.


You can't compile a map with Radiant. It's a map editing tool, not a map compiling tool.

q3map2 is the compiler. When you 'compile with Radiant' you're actually running q3map2 through Radiant with certain sets of arguments to q3map2.

The problem that seems to be most common is that Radiant will use the version of q3map2 it ships with and often people will get errors when trying to use newer features of the compiler that weren't available in the older version that comes with Radiant.



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Mercenary
Mercenary

Joined: 07 Sep 2009
Posts: 217
PostPosted: 12-28-2011 02:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Silicone_Milk wrote:
^Ghost wrote:
idk but it matters, i tried compiling a map with radiant, and i got the same error, but when i compile with q3map2 it compiles fine

btw im pretty drunk so forgive me if i seems repetitious.


You can't compile a map with Radiant. It's a map editing tool, not a map compiling tool.

q3map2 is the compiler. When you 'compile with Radiant' you're actually running q3map2 through Radiant with certain sets of arguments to q3map2.

The problem that seems to be most common is that Radiant will use the version of q3map2 it ships with and often people will get errors when trying to use newer features of the compiler that weren't available in the older version that comes with Radiant.


yeah i was drunk i know the difference but what i wanted to say completely came out the wrong way.



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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 12-30-2011 07:28 AM           Profile   Send private message  E-mail  Edit post Reply with quote


No effects, light shafts, foliage (ivy) etc are in place, as well as many misc detail models.








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Commander
Commander

Joined: 19 Feb 2005
Posts: 102
PostPosted: 12-30-2011 07:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


wow, very realisitic stuff :D




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36623
PostPosted: 12-30-2011 09:32 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Everything looks a bit shiny though



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
Posts: 2895
PostPosted: 12-30-2011 09:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


cool




Last edited by skinNCNmaster on 01-01-2012 02:56 PM, edited 3 times in total.

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The Illuminated
The Illuminated

Joined: 08 Sep 2000
Posts: 1073
PostPosted: 12-30-2011 01:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


A quick doodle with a new texture set ...
Image



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Recruit
Recruit

Joined: 20 Dec 2011
Posts: 7
PostPosted: 12-30-2011 02:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


dear lord. someone call 911 because there are some sick textures right here.




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Señor Shambler
Señor Shambler

Joined: 07 Mar 2006
Posts: 849
PostPosted: 12-30-2011 07:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


The only nitpick I'd have for the marble texture is that there is a somewhat obvious repetition above the door in the far room. Not sure how much you can really do about that since marble tends to have unique-looking patterns. :up:

Also: Odium that rocks!




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36623
PostPosted: 12-31-2011 05:47 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Amazing what good textures can do to a 12 year old engine



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Eh?
Eh?

Joined: 25 Mar 2001
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PostPosted: 12-31-2011 08:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Everything looks a bit shiny though


Are you saying the floor tiles and walls are too shiny :p but yeah I do need to play eight the spec power/scale levels in some cases. Anything that stands out really badly?

Also sock, those textures give q3 a totally new breath of life :)




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10428
PostPosted: 12-31-2011 05:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


The last shot has too much specular on walls, floor, wood and cardboard boxes. Wood, and especially cardboard are completely matte surfaces so probably shouldn't have any specular on it at all.



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
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PostPosted: 01-01-2012 03:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


screenshots of what youre working on thread




Last edited by skinNCNmaster on 01-03-2012 03:39 PM, edited 1 time in total.

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Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 01-01-2012 03:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


those screenshots look better than the last ones. the map is really starting to look interesting. the unique style of art is now paying off with the architecture you have going here now in these shots.




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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 01-01-2012 11:48 PM           Profile   Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Eraser wrote:
Everything looks a bit shiny though


Are you saying the floor tiles and walls are too shiny :p but yeah I do need to play eight the spec power/scale levels in some cases. Anything that stands out really badly?


Well, in this shot the floor tiles look too shiny and the right mirror looks not like a mirror but like someone poured molten tin in there and had it dry up.
In the second shot the floor and walls are too shiny. It just looks like everything has a thin layer of frozen water on it, like you're walking around in a big freezer.



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