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Topic Starter Topic: Re: Screenshots

Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 01-02-2012 05:44 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Keep in mind that they are tiles, so yeah they would be shiny. However I will play with the spec map, power and scale settings there so they look a bit different as they at also supposed to be dirty too.

The mirror is a tough one, it need to reflect, and I'm thinking that problem is actually coming from the fact it reflects too much. It's also using a temp env map there until I finish that room an can give it a decent one.

When I get back home I'll have a mess with all the spec levels, see if I can't figure something out.




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Multidirectional
Multidirectional

Joined: 29 Jan 2003
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PostPosted: 01-02-2012 10:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


id say the mirror passes if you're comparing it to half the bar bathroom mirrors in montreal...

today : piles of stuff cleaned up, and some skybox modding..




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Multidirectional
Multidirectional

Joined: 29 Jan 2003
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PostPosted: 01-03-2012 06:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


dirEcTOr groSS put something new out two weeks ago!
New Q3 Film #1 and a short; New Q3 Film #2


Code:
[i]new pics from last nights final compile...
new "steps" in the center.. incomplete/jail "lock up" zone in conceptualization
still working on the hinting around the center... 43fps at high tri draw spot.[/i]



Quote:
Ps - imm still the last poster today so heres two new ones:
some compile changes during light phase, a bit bright in spots maybe.. opinions?
fps lol didnnt do vis stage for these shots
pic1 - pic2




Last edited by skinNCNmaster on 01-04-2012 10:01 AM, edited 10 times in total.

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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 01-03-2012 02:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


this map has its own thread, why are you spamming the screenshot thread as well? :D




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Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 289
PostPosted: 01-03-2012 02:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
this map has its own thread, why are you spamming the screenshot thread as well? :D

He's attempting to evade ignoring. I believe he feels his thread is being ignored, and therefore he's spamming more stuff about it in here. I believe he still hasn't learned to accept the fact that sometimes people just aren't interested or don't feel like posting a reply.




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Multidirectional
Multidirectional

Joined: 29 Jan 2003
Posts: 2895
PostPosted: 01-03-2012 03:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


1, the maps thread is for the beta which is a few days old... these screenshots are from today, current work in progress and this is the "screenshots of what we're working on thread"

2. pardon me for participation in a near dieing forum, but then quake 3 is pretty fun, i will probably be around after many of you move on.

3. its funny how may i point out, the number of replies that do get posted having nothing to do with quake or mapping and everything to do with some other posters ability to write a post that passes big brothers inspection criteria




Last edited by skinNCNmaster on 01-04-2012 09:58 AM, edited 2 times in total.

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Immortal
Immortal

Joined: 02 Jun 2006
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PostPosted: 01-03-2012 04:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


your screenshots are all really dark. you should also /cg_draw2d 0. and dont forget, quality always wins over quantity. from the screens the lighting looks very flat and bland, maybe a few brighter areas might add a little contrast. lots of strange angles and its very open, looks like rail would own it up hard.




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36620
PostPosted: 01-03-2012 11:42 PM           Profile   Send private message  E-mail  Edit post Reply with quote


skinNCNmaster, the amount of screenshots you're posting is a bit excessive indeed. People are interested in seeing your work, but post two or three screenshots that focus on some significant changes that you've made. Random screenshots of the map that show just a few tiny changes aren't of interest to anyone.



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
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PostPosted: 01-04-2012 02:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


1, my screenshots are not ALL really dark
2, thank god god created someone who knows what EveRYOne wants and likes.
3. with less than ten people posting regular shots of "what youre working on" is it really necessary to prune?

fkd, thanks for the hud on off thingy..
as for qual/quan... you didn't see screenshots from 10+ other compiles of the same day..

-post moved up:
@odiums post beneath this one: theyre 1024x76 actually scaled by the lvlshot tag, yours are near 2mb per image... but you include two images in each picture(the bunkbeds), duplicating one we've seen before a bunch of times... if you toss that copy pic from each shot you'll save some size.. :D

ps-fkds post
hey um as for the lighting... i've got a half dozen different light compile strings im trying to work out the best light for the map still, its a darknight time skybox and i don't want to over pup the map with minilights

ps- @ mkjs post below, noted, no more than 1 & urls for additionals


pss- at fkd's post below, SPOT LIGHTS, good idea.. ty




Last edited by skinNCNmaster on 01-04-2012 01:43 PM, edited 12 times in total.

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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 01-04-2012 04:25 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I don't mean to go out of character and play the nice guy, but... Hes posting a few 640x480 pics. jpegs, no less. Are we all having a hard time downloading them...?

If so, I feel bad now for posting mine, which while few, likely equal more bandwidth than all his.




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu

Joined: 24 Nov 2000
Posts: 39805
PostPosted: 01-04-2012 08:06 AM           Profile   Send private message  E-mail  Edit post Reply with quote


if you wanna be a nerd about it, weakass browsers (like IE) only support so many simultaneous transfers. so in a situation like this its not about bandwidth but delay caused by the amount of items.

ok ill stop now




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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 01-04-2012 12:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


@skinNCNmaster how about like overhanging flood lights. (center, and each base) could be a cool looking thing if you work it into ya theme with those crazy shaders you love to make. :up:




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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 01-05-2012 03:42 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah, I know, I remade something I only actually bloody made a few months back, sue me... I was never really happy with the Ivy, it was always a bit too bland, no detail, the colour was all off, blah blah... This new ones not perfect, I only used four different leaf designs for one, and it can be a bit obvious if you look for it in spots. I did use different scales however, but the repeating leaves, well, just deal with it :p I can't be arsed to go back and fix it now anyway.

NOTE: Pics are links rather than images as they are high res .PNG files so jpeg compression doesn't rape my arse.

http://www.team-blur-games.com/odium/ivy_new_d.png

http://www.team-blur-games.com/odium/ivy_new_local.png

http://www.team-blur-games.com/odium/ivy_new_s.png

And to compare, these are the old texures:

http://www.team-blur-games.com/odium/ivy_old.png

Now of course thse are sheets for foliage on walls and the like. Once I've remade all the 3d shapes so that the ivy has volume in the level, I'll show you a few screenshots of that too.




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

Joined: 04 Feb 2002
Posts: 10428
PostPosted: 01-05-2012 08:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


The new ivy looks better, but the old one looked perfectly fine. I think you're going a little OCD with content that looks perfectly acceptable. :p



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
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PostPosted: 01-05-2012 06:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


messin around with geometry fro gregyptctf1




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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 01-11-2012 07:57 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Lots of foliage/effects missing, so it may look a bit sparse and underdetailed in places:








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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 01-11-2012 08:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


That looks real good odium



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The Afflicted
The Afflicted

Joined: 10 Aug 2009
Posts: 812
PostPosted: 01-11-2012 11:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


That ivy looks good but I can't really tell where it is coming from.



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Cool #9
Cool #9

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PostPosted: 01-12-2012 12:46 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Bones is still looking a bit shiny though, like he's made of bronze.



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Eh?
Eh?

Joined: 25 Mar 2001
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PostPosted: 01-12-2012 04:21 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I'll change those to smaller hotlinked pics in a min as requested...

Yeah, with the skeleton I'm really finding it hard to get a decent look on his spec, no matter what I do, he looks shiney... I thought the EXACT same thing as I posted them. I'll have a few tests.




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Cool #9
Cool #9

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PostPosted: 01-12-2012 04:58 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Can't you make his specular map so that it doesn't give any specular highlights? Old dusty bones don't really reflect light all that well I'd say. Or does that look really odd in-game?



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Multidirectional
Multidirectional

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PostPosted: 01-12-2012 05:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


sparkly line at the top of the grate in this pic odium




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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 01-12-2012 05:23 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah at the right of the computer monitor as well. But I'm inclined to think they're very thin specular highlights?

Some anti aliasing may fix that. Are these screenshots antialiased? I don't think so, right?



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
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PostPosted: 01-12-2012 06:28 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
*Screenshots*

It's Quake Wars no?
BTW looking amazing! Like a forgotten place...



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Veteran
Veteran

Joined: 07 Apr 2002
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PostPosted: 01-12-2012 06:46 AM           Profile   Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Lots of foliage/effects missing, so it may look a bit sparse and underdetailed in places

-snip- removed images


Looks awesome o'dium! Needs some anti-aliasing though. Have you thought about using a post processing AA technique? SMAA (Subpixel Morphological Antialiasing) is probably the best implementation I've seen. Gives an awesome anti-aliased image with very little framerate hit.

http://www.iryoku.com/smaa/




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Cool #9
Cool #9

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PostPosted: 01-12-2012 07:22 AM           Profile   Send private message  E-mail  Edit post Reply with quote


CZghost wrote:
It's Quake Wars no?
BTW looking amazing! Like a forgotten place...


No it's Overdose which (as far as I know) is built upon a heavily modified Quake 2 engine, although I think that not much of Quake 2's original rendering code is left in there :)

By the way, would you please refrain from quoting 3 large images only to add two sentences of text that really do not require the presence of the actual images.



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Cool #9
Cool #9

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PostPosted: 01-12-2012 07:27 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Shadowdane wrote:
Looks awesome o'dium! Needs some anti-aliasing though. Have you thought about using a post processing AA technique? SMAA (Subpixel Morphological Antialiasing) is probably the best implementation I've seen. Gives an awesome anti-aliased image with very little framerate hit.

http://www.iryoku.com/smaa/


I recently read something about an AA algorithm developed by nVidia called FXAA. Not sure if it's useful for o'dium, but I'll share anyway:

http://hardocp.com/article/2011/07/18/n ... technology

Supposedly it's very efficient, flexible and easy to implement as post-process pixel shader.



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Veteran
Veteran

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PostPosted: 01-12-2012 09:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Shadowdane wrote:
Looks awesome o'dium! Needs some anti-aliasing though. Have you thought about using a post processing AA technique? SMAA (Subpixel Morphological Antialiasing) is probably the best implementation I've seen. Gives an awesome anti-aliased image with very little framerate hit.

http://www.iryoku.com/smaa/


I recently read something about an AA algorithm developed by nVidia called FXAA. Not sure if it's useful for o'dium, but I'll share anyway:

http://hardocp.com/article/2011/07/18/n ... technology

Supposedly it's very efficient, flexible and easy to implement as post-process pixel shader.


Please don't use FXAA unless you want a big blurry mess. I've tried FXAA in Battlefield 3 & Skyrim, both of those suffer from a huge loss in detail as the FXAA shader blurs the textures quite a bit too. SMAA is very much a HUGE improvement and probably the best post processing AA shader I've seen thus far.

Btw... SMAA was developed by Crytek and used in Crysis 2.




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Eh?
Eh?

Joined: 25 Mar 2001
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PostPosted: 01-12-2012 10:59 AM           Profile   Send private message  E-mail  Edit post Reply with quote


We of course have AA :p You bunch of slack jawed faggots :@

But no, I *think* that may be due to me messing up the texture mapping there in the editor, as it looks like tiny bit of the edge is wrapping over there. I'll have a check.

As for bones, remade his texture a lot more mossy looking and ramped down the spec map, looks better.




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foolproof
foolproof

Joined: 11 Jan 2001
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PostPosted: 01-16-2012 08:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Shadowdane wrote:
Please don't use FXAA unless you want a big blurry mess.


I'm playing Batman Arkham City on pc and implement "fxaa high".
It looks and performs flawlessly, no bluriness to be found.
Looks exactly how 4xmsaa looks, only with higher fps ... and 4xmsaa, or this equivalent, is enough for me; I don't notice more detailed antialiasing anyway.

I for one subscribe to this new technology :up:




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Insane Quaker
Insane Quaker

Joined: 28 Jan 2010
Posts: 302
PostPosted: 01-16-2012 12:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


Sock is BACK! WooHoo :)




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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 01-16-2012 12:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


Noruen is back! woop! :D




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Insane Quaker
Insane Quaker

Joined: 28 Jan 2010
Posts: 302
PostPosted: 01-16-2012 12:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hey! You have absolutely degraded my expression of happiness! :P Sock is my inspiration, it is great he is stil mapping for Quake. Bad fKd! :)




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The Illuminated
The Illuminated

Joined: 08 Sep 2000
Posts: 1073
PostPosted: 01-19-2012 01:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


Mostly an architectural doodle ...
Image
Hey Noruen, you come back as well! :)



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Old Skool'
Old Skool'

Joined: 02 May 2002
Posts: 5116
PostPosted: 01-19-2012 02:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


Gimme that texturepack. We wants it, yes, Fjoggssss wants it. So we can create preciousess.




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