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Topic Starter Topic: Re: Screenshots

Cool #9
Cool #9

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PostPosted: 05-29-2012 05:52 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I don't think so. I haven't changed any config options in my Q3 install that can't be set from the menus. Why?

edit:
oh just checked, r_overbrightbits is actually set to 1.



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

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PostPosted: 05-29-2012 07:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


geX wrote:
Very WIP shot from Doom 3: Phobos


Wow, that doesn't look like Doom 3 at all. I know that lighting an environment in Doom 3 takes quite a lot of work, and the lighting here looks really well done.



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Insane Quaker
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PostPosted: 05-29-2012 08:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser - hmmm... because lighting is somehow flat, maybe use more brighter texture? Simply.. texture is too dark in comparison to flame I think... just sayin :)




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Insane Quaker
Insane Quaker

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PostPosted: 05-29-2012 06:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


@geX, great start. Every time I see a map in idtech4 I wants to go back and work with it again :)
@ Eraser, I think that's a strong start. These are your own textures yes? The abrupt texture change between the arch pillar an thr lion head block looks a little odd. Maybe either make a top/bottom texture for it or build a lip out of brushes. I like the style of the passage ceiling, but two things spring to mind. The flat edges could maybe do with a texture with a defined edge to give the illusion of more substance and solidity. The other thing I thought about was how is the ceiling being supported. Supporting structures (out the way of game play) would give lovely extra detail and realism.
A final point, already been made, the column standing on the stone floor. Perhaps either blend some dirt between the floor and the column or give it a base so it appears built out of the floor, rather than 'placed' freestanding on top of it.




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Cool #9
Cool #9

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PostPosted: 05-30-2012 12:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
@ Eraser, I think that's a strong start. These are your own textures yes? The abrupt texture change between the arch pillar an thr lion head block looks a little odd. Maybe either make a top/bottom texture for it or build a lip out of brushes. I like the style of the passage ceiling, but two things spring to mind. The flat edges could maybe do with a texture with a defined edge to give the illusion of more substance and solidity. The other thing I thought about was how is the ceiling being supported. Supporting structures (out the way of game play) would give lovely extra detail and realism.
A final point, already been made, the column standing on the stone floor. Perhaps either blend some dirt between the floor and the column or give it a base so it appears built out of the floor, rather than 'placed' freestanding on top of it.


Took some of your advice to heart and made some adjustments :)

Here's a work in progress shot of the hallway you end up in. Haven't really done anything specific to the lighting yet. Not sure what causes the black splotches next to the wooden planks on the floor. One thing I really need to do, which you can't see in a static screenshot, is make some alternate flame shaders where the animation is offset just a few frames. Right now all the flames of the candles and torches are flickering in a synchronized fashion, which gives a really odd effect.

Image



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Mercenary
Mercenary

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PostPosted: 05-30-2012 12:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


Image




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Cool #9
Cool #9

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PostPosted: 05-30-2012 12:52 AM           Profile   Send private message  E-mail  Edit post Reply with quote


It's like this now.
The flat areas of the ceiling are now textured with a trim texture and I added some structural support fixtures to the wall/ceiling.

Image



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The Afflicted
The Afflicted

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PostPosted: 05-30-2012 12:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good, and now change the ceilling texture to something dark to build up some contrast. :)



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Insane Quaker
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PostPosted: 05-30-2012 01:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Those lion details don't really blend in well with the rest of the door frame - I'd definitely make them stick out a little more than the frame to avoid it looking strange. Take a look at the door frames in q3dm7 as an example.

The steps and floor could also do with a more rugged look imo. The front of the stairs should be different to the top of the stairs. Here's some inspiration:
http://i01.i.aliimg.com/photo/v0/328620 ... stairs.jpg
http://www.featurepics.com/FI/Thumb300/ ... 113796.jpg
http://sevitar.com/wp-content/uploads/2 ... stairs.jpg




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu

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PostPosted: 05-30-2012 01:18 AM           Profile   Send private message  E-mail  Edit post Reply with quote


you'd expect those new ceiling trims to have some soot or burnmarks being so close to those torches.




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Immortal
Immortal

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PostPosted: 05-30-2012 02:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


decal it




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The Afflicted
The Afflicted

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PostPosted: 05-30-2012 03:08 AM           Profile Send private message  E-mail  Edit post Reply with quote




I'm in the process of creating a texture set for the upcoming maverickservers competition; rebuilding dm6 for the lols to see how things look ingame.



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Old Skool'
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PostPosted: 05-30-2012 06:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks pretty good but imo it's too similar to your previous map. I'd love to see a different colorscheme for this one. :) Maybe a more old school dark blue and red.




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Insane Quaker
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PostPosted: 05-30-2012 08:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:

:up: :up: :up: :up: :up:



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Cool #9
Cool #9

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PostPosted: 05-30-2012 11:21 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Another shot of that same corridor, lol.
Different (darker) texure for the ceiling.
Added some burn marks to the ceiling strips.
Changed the lions to be plaques on top of the pillar, so they're offset a bit from the pillar surface.
Added a trims to the stair steps which gives it a bit more depth.

Image



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Insane Quaker
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PostPosted: 05-31-2012 01:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


@cityy, reminds me a bit of the retexturing in KOS' dorftrottel movie.
@Eraser: It's fun to see every step by step, since it get's more and more beautiful. I think the torches are too big. Is there a way to "decramp" the texture on the door patches? Now let's go on with the rest of the map. I want to see every area :D




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The Afflicted
The Afflicted

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PostPosted: 05-31-2012 04:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ty for the input - I moved away from the greenish colors to a pure blue. I might give one of the tile trims an orange hue to bring in some contrast; still messing a lot with the colors.
Actually, KOS's textures might be a great inspiration Bliccer - do you have a link to the pack?





Edit: Forgot to mention your stuff is taking shape, Eraser! Keep going!



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Insane Quaker
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PostPosted: 05-31-2012 08:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Erasrer:
:up: :up: :up:

@cityy:
It's nice... I'm waiting to see the competition map, how it may look like ;)



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Insane Quaker
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PostPosted: 05-31-2012 09:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


@cityy: I guess it was in the zip file of the movie. You know where to get it =)




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Insane Quaker
Insane Quaker

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PostPosted: 06-03-2012 02:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Image


You might want to redo that arch. The middle has an obvious join and it seems your vertex points aren't lining up (there's a gap on the left side where it should form an edge).




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

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PostPosted: 06-03-2012 12:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


While you're at it, shift/scale the flowery texture up or down as appropriate so that the lion head isn't cropping it.



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Bück Dich
Bück Dich

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PostPosted: 06-03-2012 02:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Not to mention it flares out before coming back in again, like a kind of heart shape.



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Cool #9
Cool #9

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PostPosted: 06-03-2012 11:18 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah I'm not sure what went wrong there. I recreated it but I'm running into a different problem now. See thread



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The Afflicted
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PostPosted: 06-12-2012 03:46 PM           Profile Send private message  E-mail  Edit post Reply with quote




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Insane Quaker
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PostPosted: 06-12-2012 04:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


cityy: I like that! Especially digging on that one really rough beat up tile block next to the flag. Nice cutting up. :)




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Insane Quaker
Insane Quaker

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PostPosted: 06-12-2012 05:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


but what if someone trips on that rock?




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Insane Quaker
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PostPosted: 06-12-2012 06:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


that's a bonus called game design. :)




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Mercenary
Mercenary

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PostPosted: 06-12-2012 07:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


Oddity of the scene is the lowres flag texture.




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The Afflicted
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PostPosted: 06-13-2012 12:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


wattro wrote:
but what if someone trips on that rock?


It is gonna be nonsolid.



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Immortal
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PostPosted: 06-13-2012 02:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot wrote:
Oddity of the scene is the lowres flag texture.

true....




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diabolical besier hugger in disguise
diabolical besier hugger in disguise

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PostPosted: 06-13-2012 05:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:
It is gonna be nonsolid.


Blood?




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Insane Quaker
Insane Quaker

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PostPosted: 06-14-2012 09:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:
wattro wrote:
but what if someone trips on that rock?


It is gonna be nonsolid.


is no one concerned aboot realism in games these days???




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The Afflicted
The Afflicted

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PostPosted: 06-15-2012 12:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm only concerned about competetive play. :p



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Cool #9
Cool #9

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PostPosted: 06-17-2012 10:59 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Got another one of those little work-in-progress corridors :)

Image



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Insane Quaker
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PostPosted: 06-18-2012 12:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks nice, though the tunnel does seem a bit too dark. I'd think those torches would emit some more light around them on the actual walls or w/e, but it seems to be projected only onto the ceiling.



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