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Topic Starter Topic: Re: Screenshots

The Illuminated
The Illuminated

Joined: 08 Sep 2000
Posts: 1073
PostPosted: 02-04-2012 11:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Noruen, the rspeeds are crazy high but that is expected. The first version is 27K and the second version is 40K due to all the extra detail. A large part of the rpseeds figure is overdraw and stuff that should be culled because it is behind huge pillars. There was no optimization done to the scene because I never expected the player to walk around it.

Here is some images showing the r_showtris to give a better impression of detail:
Image 1 - http://www.simonoc.com/images/design/maps_q3/potguard4_tris.jpg
Image 2 - http://www.simonoc.com/images/design/maps_q3/potguard4b_tris.jpg

I am not really prejudice against tech style, just that I have seen the style in so many modern games that I am bored with it. Most of my professional work is around military/tech themes and that has not helped my perception of the theme either. After a while it just blurs into one tech blob and there is only so many different ways you can see a room full of pipes and crates before they all look the same. I am not saying I will not like any tech theme ever again, but the screenshot will have to be mind blowing before I will make a comment. I can certainly appreciate the tech theme and understand the complexity it offers but my heart is never interested in it. Personally I find stone walls, creaky wooden floors and torchlight much more visually appealing.

@lightmill, most of the detail is cobwebs in bookshelves, dirt decals around all columns/doorways, webs around the window frames, webs across the ceiling/walls, dirt patches on the floor, a couple of carpets and particle effects on the torches. The extra detail is there but not overly obvious, I wanted it to be subtle.

@Mrlego, I got so many people complaining about the broken floor tiles, I just got rid of them. They needed to be broken better and have the right presentation and I think a dirt decal does it better. There certainly could be more clutter around the place, but the textures is the primary focus really. I also totally understand and agree on medieval styling over the modern look, far too much military stuff made nowadays.

@obsidian, I am glad you like it and the bee's knees is certainly a good expression, just like 'Those decals are the cats whiskers!'
EDIT: Spelling!



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Insane Quaker
Insane Quaker

Joined: 26 Nov 2009
Posts: 310
PostPosted: 02-07-2012 03:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


I love the new lighting.
I don't know why, but it always feels as if it just not possible to create something "real" in the universe of Q3A. Except Hipshots small "city" level. And that one ate too much power.
Still... yours are looking realer than before, just because of the lighting, which, I guess, is distracting/destroying the black lines of the arches. *shaking head* unbelievable... and I still can't draw shadows on a paper.
Also I agree on the tech stuff... I like colored/natural maps more..




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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 429
PostPosted: 02-09-2012 05:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


First area of my in-the-works EntityPlus map. Not a huge amount to see yet, but heading in an Indian Jones direction:




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

Joined: 04 Feb 2002
Posts: 10533
PostPosted: 02-09-2012 05:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


^ Nice, but needs lost fedora.


I found a bug, but I kind of like the result. Very film-noir-esque.



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Trainee
Trainee

Joined: 30 Jun 2010
Posts: 30
PostPosted: 02-09-2012 09:00 PM           Profile   Send private message  E-mail  Edit post Reply with quote


@sock
round pillars might look better. It looks like you had to save polygons - imo.




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The Illuminated
The Illuminated

Joined: 08 Sep 2000
Posts: 1073
PostPosted: 02-12-2012 07:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


Start of a hi-res metal/concrete texture pack, no detail, just basic blocks at the moment.



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Insane Quaker
Insane Quaker

Joined: 28 Dec 2009
Posts: 290
PostPosted: 02-12-2012 07:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


that looks really nice.




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Insane Quaker
Insane Quaker

Joined: 16 Sep 2010
Posts: 377
PostPosted: 02-12-2012 09:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


I like it. Has a Q1-base feel to it.



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Old Skool'
Old Skool'

Joined: 02 May 2002
Posts: 5117
PostPosted: 02-12-2012 10:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


So you finally caved in to the aura of q3w and went Tech? :D




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Grunt
Grunt

Joined: 10 Jun 2009
Posts: 59
PostPosted: 02-13-2012 01:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


I really want to use those, sock! I really do want!




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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2250
PostPosted: 02-13-2012 02:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


:olo: @Fjoggs




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The Illuminated
The Illuminated

Joined: 08 Sep 2000
Posts: 1073
PostPosted: 02-13-2012 07:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Fjoggs, I am still going to ignore the tech aura of the internet and I still believe you are all medieval heathens! I thought I would just post a screenshot here as things are going slow at the moment and to taunt all you techno metal heads that hang on mapping sites! ;) Long live bricks and mortar! :D



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Trainee
Trainee

Joined: 27 Nov 2011
Posts: 42
PostPosted: 02-13-2012 11:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Sock textures: I have some concerns. Not a big fan of those oversized rivets. I feel they are inappropriate for indoor panels. They would look in place at some bigger scale structures outdoors and trains or ships.
Panel surfaces and edges look rather undetailed and all you see are those huge frequent rivets, I would prefer it to be the other way around for more 'balanced' look.
Lamps look good. Floor is fine (hope there is a version w/o rivets :D )



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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36794
PostPosted: 02-14-2012 12:49 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I like the riveted look. Makes it look heavy and clunky.



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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 02-18-2012 06:10 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Ho ho hoooooooo...

Quick shot of the new main UI. The camera moves, the finger twitches, cock-a-roaches, flies etc buzz around, and when going to different areas of the UI the camera will switch to different scenes.

NOTE: No post processing is used here, including colour grading or depth of field.




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Veteran
Veteran

Joined: 28 May 2010
Posts: 187
PostPosted: 02-18-2012 06:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Pretty cool. The only thing that looks a bit odd are the bones that stick out the arm while the arm looks cut off. I would either expect the bones to be cut as well, or the arm looking like been ripped off.



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The Afflicted
The Afflicted

Joined: 10 Aug 2009
Posts: 825
PostPosted: 02-18-2012 06:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yea, I agree, that arm looks a bit weird. Maybe just make it a full corpse.



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Eh?
Eh?

Joined: 25 Mar 2001
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PostPosted: 02-18-2012 07:00 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Its supposed to be stylised. Making it a full corpse in a UI scene area thats supposed to be showing minimal would be a bit counter productive.

While I agree about the look at the end of the stump, I can't do too much there. I may be able to alpha fade it out some how so it looks torn, maybe break the bones off a bit more... But thats about it.

This is supposed to be a simple UI, not a totally in your face big scene. Its in real time don't forget.




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 445
PostPosted: 02-18-2012 07:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
^ Nice, but needs lost fedora.


I found a bug, but I kind of like the result. Very film-noir-esque.


You have black&white 3D screen? Or it's edited in image editor?



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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 02-18-2012 07:42 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Ok changed the end of the arm so the bones look more broken and so the flesh looks torn rather than just smooth, which was a bit odd anyway.




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

Joined: 04 Feb 2002
Posts: 10533
PostPosted: 02-18-2012 07:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's a bug in a test build of GtkRadiant that rendered all textures in the viewport in gray scale.



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

Joined: 04 Feb 2002
Posts: 10533
PostPosted: 02-18-2012 07:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium, you foobar'ed the upload. Besides, mind rescaling those so that it's not a HUGE .png file?



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Eh?
Eh?

Joined: 25 Mar 2001
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PostPosted: 02-18-2012 07:51 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Its a 1080p .png, pretty standard for a screenshot thread :p Can't be arsed to make a smaller image right now, maybe next week :p

Also, I haven't messed up the upload. Just refresh. You likely caught it while it was uploading.

(I kid... The smaller version for preview to the large is the same file with _small.png on the end, I just can't recall the code atm lol)




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 445
PostPosted: 02-18-2012 08:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


OverDose is mix of IDT3 and IDT4 engine, i see...


When will the first release avaible to download? Will it be free or have to pay?



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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 02-18-2012 08:56 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Erm, no? Its id tech 2 as a base, then over the years we added a few things from id tech 3. Theres no id tech 4 stuff in there, at least not in the way you likely think, such as lighting etc, which is all our own code.

I can't see how you got that from that old tools pic...? Materials are just renamed shaders from the Q3 era that we had in Quake II Evolved, and pk3 is just renamed .zip. .md5mesh ahs had code out for years, way before even the Q3 source came out.




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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 02-18-2012 03:18 PM           Profile   Send private message  E-mail  Edit post Reply with quote


The new main menu screen. The finger doesn't twitch yet, which it will :p

Also the new theme tune for the game has just been completed, so pimped it shall be:

http://youtu.be/3pgMmmVvU-o




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Veteran
Veteran

Joined: 28 May 2010
Posts: 187
PostPosted: 02-18-2012 03:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


The cockroach in the lower left crosses the screen far too frequently for my taste, but apart from that nothing to complain about :up:



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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 429
PostPosted: 02-18-2012 04:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Reminds of the theme from 'The Walking Dead'.
I like it.
Agree on the cockroach thing.




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36794
PostPosted: 02-18-2012 11:30 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Maybe make the cockroach randomly pick one out of a number of available routes each time it enters the screen. That would break up the monotony of it.



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Mercenary
Mercenary

Joined: 07 Oct 2009
Posts: 207
PostPosted: 02-18-2012 11:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


Flies around blood too!




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

Joined: 04 Feb 2002
Posts: 10533
PostPosted: 02-19-2012 07:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


I don't think roaches travel in too straight of a line, don't they kind of bumble around in bursts of speed?



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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 02-19-2012 07:31 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Roaches made from material translates and not actual geo do :P but I'll try and maybe mix it up with some table interpolations and a different, curved model. I'm trying to keep it as simple/fast as possible really, otherwise you know me, I would just stick a million little animated models all running around.




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Etile
Etile

Joined: 19 Nov 2003
Posts: 26927
PostPosted: 02-19-2012 02:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


don't worry about releasing the game. just get the god damn cockroach right on the menu




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

Joined: 04 Feb 2002
Posts: 10533
PostPosted: 02-19-2012 06:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


There's no problem with adding a bit of final polish to a feature, as long as it's not like DNF where someone decides to scrap the whole thing and rebuild from scratch every time someone in the room blows a fart.



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Eh?
Eh?

Joined: 25 Mar 2001
Posts: 32047
PostPosted: 02-20-2012 01:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah sorry guys, I don't deserve the money I get paid to do this at all... :(




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