Search found 424 matches

by sock
Sat Jun 25, 2016 11:31 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159578

Re: Screenshots

How much further can you actually take Quake 1 brushwork before you "break" the engine/make it unplayable? Or do the modern engines solve that? There are many custom Quake 1 SP maps that go well beyond the original ID levels, infact there is a special new BSP format called BSP2 which doub...
by sock
Sat Jun 25, 2016 11:24 pm
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 70531

Re: Industrial Texture Pack

I can understand everyone is curious to wander around the map, but (I mean a big but) there is nothing there, no gameplay, no items, no flow, its just a giant box of models. "So why don't you add all those things!" Sorry, I would prefer to spend my time on other projects! All of the textur...
by sock
Sun Jun 19, 2016 11:40 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159578

Re: Screenshots

@VolumetricSteve, The map is for Quake 1 SP using the AD MOD and the engine QuakeSpasm ! @Hipshot, yes indeed that is your skybox! I re-coloured your night moon sky so it suited Quake better (more green/brown). It would be awesome to a proper retro FPS at some point, just not sure if there is enough...
by sock
Sun Jun 19, 2016 11:32 pm
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 70531

Re: Industrial Texture Pack

I finally got around to making a video of the Bridge Crane Map
I hope you enjoy the camera setup (used QMM 1.7)

http://www.youtube.com/watch?v=ZVnomYr6QNY
EDIT : Youtube tags seem to be broken :/
by sock
Thu Jun 16, 2016 6:18 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159578

Re: Screenshots

"I emailed the guy who runs the site the binary comes from" I thought the internet was suppose to be unforgettable, it seems old timers can soon be forgotten! :D So here I am back from endless years of lurking in the wilderness! What did I miss? Ummm lets see back several pages ... @obsidi...
by sock
Fri Jan 09, 2015 11:57 pm
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 70531

Re: Industrial Texture Pack

Also, if models are made to look like brush geo, but used to create nice rotations etc, it can be difficult to spot and could be mistaken for very well made brushwork. Yeah, this is exactly what is a happening with my Edge of Forever map. I did not have (at the start of the project) a modelling pac...
by sock
Fri Jan 09, 2015 12:44 pm
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 70531

Re: Industrial Texture Pack

Could you expand on this a little bit? Are you talking about applying sections of your large texture sheets to the model itself in your 3d application? Everything I find concerning texturing models has to do with unwrapping a UV map and then painting the texture from that. I know this is going to s...
by sock
Mon Jan 05, 2015 1:46 pm
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 70531

Re: Industrial Texture Pack

@Everyone, when pat posted a screenshot and people said it was retro I thought they were talking about the textures, my bad. @PatH, I find it hard to believe that anyone would be intimidated by my work, there are plenty of things that could be improved in my maps. The industrial texture to me is jus...
by sock
Tue Dec 30, 2014 1:39 pm
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 70531

Re: Industrial Texture Pack

I thought no one was interested in these textures, after years of minimal downloads and no one making anything from them I had more or less given up. Got to say I did find the old school label for the texture set insulting considering they are mostly photo sourced images by myself and the hand drawn...
by sock
Mon Dec 29, 2014 10:00 am
Forum: ID Tech
Topic: Industrial Texture Pack
Replies: 98
Views: 70531

Re: Industrial Texture Pack

I've got them but would rather get them to sock so he can put them back up. Not especially comfortable in principle just making them available because I can (ooo principles!) I don't have the space on my FTP server for this file and I recently lost all of my website source files in a HD crash, so p...
by sock
Wed Aug 07, 2013 8:06 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159578

Re: Screenshots

sst13 wrote:Quakish version of q3dm16 "Bouncy Map".
[lvlshot]http://sst13.net/pics/13tomb5.jpg[/lvlshot]
Amazing stuff, really love the vibe and different floor levels. :D
by sock
Wed Aug 07, 2013 7:58 pm
Forum: ID Tech
Topic: Cathedral ceiling
Replies: 22
Views: 18123

Re: Cathedral ceiling

The key to any church architecture is planning the walls out first on the grid. It pays to work out how big you want the corridors and rooms to be because once you start creating the vaulted ceiling it is difficult to change afterwards. Creating the vault from brushwork or patches is easy but it dep...
by sock
Thu Feb 14, 2013 1:25 pm
Forum: ID Tech
Topic: Sock writes a bunch of articles...
Replies: 13
Views: 7538

Re: Sock writes a bunch of articles...

I got no replies whatsoever to any of my mails, which was a bit of a disappointment I completely agree, marketing a game is no easy task, infact it is harder than actually making games! I have read tons of articles on marketing and I still struggle with getting anyone interested in what I do. I thi...
by sock
Wed Feb 13, 2013 10:48 am
Forum: ID Tech
Topic: Sock writes a bunch of articles...
Replies: 13
Views: 7538

Re: Sock writes a bunch of articles...

I've been following this somewhat for a couple months now. It's the coolest mod I've seen for any of the Quake games aside from Q3. I really want to play it. You can download the demo at the moment and try it if you want. The zip file has instructions for getting a custom quake engine and how to se...
by sock
Mon Feb 11, 2013 12:33 pm
Forum: ID Tech
Topic: Sock writes a bunch of articles...
Replies: 13
Views: 7538

Re: Sock writes a bunch of articles...

I was not expecting anyone here to be interested in my Quake 1 project which is why I am surprised to see screenshots and links posted. I spent 6 months creating the content from scratch including new AI code, a path finding system using entities, a story and book system, a new gameplay mode (stealt...
by sock
Mon Feb 11, 2013 12:21 pm
Forum: ID Tech
Topic: Texture Creation Tips
Replies: 5
Views: 10713

Re: Texture Creation Tips

I use an alternative method. I create a base material using photo source images and then shape the texture to an editor grid. Once the texture works in the editor I stamp the details from various source images on top and then touch up the details by hand using a mouse. I also use a lot of different ...
by sock
Mon Feb 11, 2013 12:05 pm
Forum: ID Tech
Topic: id Software Releases id Studio
Replies: 46
Views: 74870

Re: id Software Releases id Studio

Taken from the EULA If You distribute or otherwise make available New Materials, You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, ad...
by sock
Sat Dec 22, 2012 10:22 pm
Forum: ID Tech
Topic: Palace Texture Pack
Replies: 12
Views: 5326

Re: Palace Texture Pack

is this "Florentine Library" its just a 3D project made in some 3D program or a standard q3 map? The Florentine Library and the Bridge Crane are concept maps made for the Q3 engine using the SD Radiant editor. I have no plans to release these maps because there is nothing to show, there i...
by sock
Tue Dec 18, 2012 1:40 pm
Forum: ID Tech
Topic: Palace Texture Pack
Replies: 12
Views: 5326

Palace Texture Pack

I finished my concept map Florentine Library a while ago and I thought it is about time I release the textures, so all of you can have fun creating floating palaces in the sky! http://www.simonoc.com/pages/materials/tppalace/index.htm The textures are a mixture of different resolutions (512x512 and ...
by sock
Thu Jun 21, 2012 5:02 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159578

Re: Screenshots

Whole bunch of screenshots of the entire map so far It feels like a collection of bad Kung fu moves strung together! :p Ok let me rephrase that, it feels like you are building realistic environments without any reference and no overall layout or plan of what is going where. I highly recommend you b...
by sock
Mon Apr 09, 2012 4:41 pm
Forum: ID Tech
Topic: texture advice
Replies: 7
Views: 3217

Re: texture advice

I created my industrial texture set at 1024x1024 because it is easier to scale down on detail than go upwards in size and have blurry results. If people want to use 512 then they can, but if they want more detail for close up stuff they have the choice of higher resolution. The same with the batchin...
by sock
Sat Apr 07, 2012 6:37 am
Forum: ID Tech
Topic: Map on the Edge of Forever
Replies: 97
Views: 94702

Re: Map on the Edge of Forever

http://www.simonoc.com/images/articles/puzzlelogic1a.jpg I have always wondered about the idea of 3D scripting with the logic functions being defined as 3D shapes. A couple of years ago I started experimenting with a small set of entities to see what stuff I could create and the initial tests were ...
by sock
Wed Mar 28, 2012 5:03 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3159578

Re: Screenshots

@MrLego, thanks, I am glad to hear there are others who love the medieval stuff. @Myth, wow long time no see, hope you have fun creating something new in Radiant. @Infernis, thanks for the kind words and support. @seremtan, it does seem that when an artists discovers spec+norm maps they go crazy @dO...
by sock
Wed Mar 28, 2012 4:54 pm
Forum: ID Tech
Topic: map testing
Replies: 10
Views: 3835

Re: map testing

I like the architectural style and I played around on the map for a while, but the flow of the map feels awkward. I can't find the gameplay loops and I always end up rushing up to a top a tower and sniping. The fact you added a trap to the top of every tower says a lot about where players want to be...
by sock
Thu Mar 22, 2012 10:34 pm
Forum: ID Tech
Topic: Head hurts: External lightmaps and consistent lighting
Replies: 18
Views: 13121

Re: Head hurts: External lightmaps and consistent lighting

What surprised me the most was the trouble with the external light maps, they did not support the hot glow effect and the marble behind all of the torches was dull. This led to some parts of the map needing different lighting models to cope with the visual effects and some weird problems with shado...