Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Hipshot wrote:Fjoggs, that is amazing! Love the floor and the angle of the wall behind!

btw, ALOT of screens, but I dont have time to paste 'em here right now, check:
http://forum.sweclockers.com/showthread ... did=468936
That looks fantastic dude, nice job. Can really see how it came from CS 1.6 to CS:S, and it looks great for it. Really good grab of detail :icon14:

EDIT: Wow, just noticed the old CS 1.6 sky box and maps... God damn, back then we used to think they prolly looked great, heh... The cars were boxes lol!! Fantastic!

I love engine updates! :p
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Nice cole visual style you have there. May I make a suggestion?

Fog.

Not oodles of it, not at all. But just a tiny amount of fog, just enough to show up a tad in that screen. It will give a really nice effect.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Seeing as Quake 2 can't do curves, I think that pipe looks okish :p
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Hey o'dium, do you know anything about q2 modeling? Not the actual modeling, but pretty much the rest of it? I am pretty sure you do. You must be very well versed in anything q2.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Lenard wrote:Hey o'dium, do you know anything about q2 modeling? Not the actual modeling, but pretty much the rest of it? I am pretty sure you do. You must be very well versed in anything q2.
Quake 2 modeling? Its pretty much the same as any other type of modeling, what is it you need to know?

ATM i'm working with md3, which is Quake 3's format, instead of MD2. MD2 has a really poor compression, so that anything complex and moving will wobble like jelly, not very good at all. We use MD3 because the compression is better. Soon, we will be using md5 and md5anim, doom 3 like animation and model files. Then onto physics etc.
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Yeah q2e never really worked for me. There were always some.. issues with it and I couldn't get the fixes because none of the links on the sight worked.

What editor do you use for q2?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

GTK.

Q2E had a few issues but those were mostly becaue of ATI. Having fixed those issues and a few more, we released an update, but guess what happened? The forum the update was on went bust thanks to gamespy, and so we lost the update.

The new version of Q2E is out next week, which is the last in-house version. The next releases will have things added by everybody to progress the mod as fast as possible (But still, we only add what WE feel is needed for Q2E, you jsut get more mess around time and a chance to help us).

After that, we are working on our full game OverDose full time.
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

nice o'dium, keep up the good polish work of q2 !! :icon31:
I'm still on the road with my cpma duel, soon beta...

Image Image

sumatra

P.S. neotic, for which game is this? looks good, nice style.
just a suggestion: to get rid of those hardedged shadows (on the towers in the back) use phongshading, dunno if you already used it... :)
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Hey odium, that is really cool! Q2E seems like a nice change for a game as old as Q2. Its a 'make the game look better' conversion right? (no time to read at the page sorry.)

Anyway, my map is DONE! The download might not be avalible for a while since it supposed to enter this CSS map contest now, there is a chance for $300, which if I win, will be the first money I ever win anytime ;) What speaks for the map is that it looks good, and that the old version had some good gameplay, what speaks against, is that I never did any Sourcework before, not even a test map, that I did this in 15days, no more no less, I won't have time to beta test the map even, cause I'll send the map away soon... (to bad)... I found about the contest like 5 days ago... The opponents Im sure are good and skilled in CS/CSS mapping, which I'm not, not at all.

There are a buch of pics here, the page is a placeholder...
http://www.zfight.com/vexii/
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

o'dium, I meant what modeler you use, sry. Also, is there some way I can contact you for advice? I am modeling with gmax and I will probably just need like, exporting help and things like that. Be sure to post in LEM when q2e is actually released also because I would definitely not want to miss it!
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Kaziganthe wrote:
o'dium wrote: After that, we are working on our full game OverDose full time.
Do you have a full team together or is it just you and beserk?
Me and Berserk are two of the members, yes, we are getting a full team together. We have only just really started production, and only have our ideas and shit loads of concept art :(
Lenard wrote:o'dium, I meant what modeler you use, sry. Also, is there some way I can contact you for advice? I am modeling with gmax and I will probably just need like, exporting help and things like that. Be sure to post in LEM when q2e is actually released also because I would definitely not want to miss it!
I really am a poor modeler TBH :( All i'm doing is small models for visuals here and there that cant be done with map geometry. After this, all i ever worked on was a few models for Q2E and a few other things in my spare time, i really do suck TBH :P
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Like buster swords?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Lenard wrote:Like buster swords?
Yeah, shitty things that look no good at all :(
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Your textures are amazing though.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
sliver
Posts: 898
Joined: Fri May 06, 2005 12:25 am

Post by sliver »

Image

geocomp-inspired CTF map ... probably wont be any good to play on once more rooms & tunnels are added though, as FPS will plummet

I never properly realized before how complicated these things get in radiant:

Image
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Well, when they look like that...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
neotic again
Posts: 8
Joined: Sun May 29, 2005 5:52 pm

Post by neotic again »

[lvlshot]http://www.ilstu.edu/~wtbuser/i32.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i34.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i35.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i36.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i37.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i38.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i310.jpg[/lvlshot]

lil something ive been cooking.
Last edited by neotic again on Wed Jun 22, 2005 6:33 am, edited 1 time in total.
ScrotcH'
Posts: 12
Joined: Tue May 24, 2005 4:29 pm

Post by ScrotcH' »

Jailbreak/CTF map Im workin on for our next Q2 Themed map pack. Trying to keep it somewhat simple in brushwork, no patches or anything.

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr1.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr2.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr3.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/cr4.jpg[/lvlshot]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

neotic again - might just be my shit monitor, but some of those look a tad dark...from what I can see looks pretty good though.

and ScrotcH' - If that's some simple brushwork you have going on there, I would love to see something you would consider not simple. :p
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

*removes the eQ2 mark from the "hasn't been done" list*
acid/ger
Posts: 12
Joined: Wed Apr 06, 2005 6:45 pm

Post by acid/ger »

sliver, neotic again and scrotch: that's fucking nice! great lighting job neotic..

sliver are you interested in warsow mapping? it's using the same tools and shader techniques as q3. your map would fit the overall warsow theme very good. if you are interested, just send me a mail or catch me in #warsow@quakenet.

cheers :)
[url=http://www.planetquake.com/acid/]brush hour[/url]
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

ALL SEX
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

@ neotic : what texture set is that you're using? It fits the theme well and kind of reminds me of the temple areas in D3 (not a bad thing)
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

acid/ger wrote:that's fucking nice! great lighting job neotic..
Guess I need a new monitor more than I thought. :(
Post Reply