Search found 34 matches

by Lunaran
Tue Apr 12, 2011 1:48 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

There IS kind of a standard form language in Quake3 maps, and has been for a while. Same floor texture everywhere, with 8 or 16 unit trim around all the edges, cut all the walls horizontally and stack textures. It was oppressive space themes years ago but it's now morphed into brick warehouses, like...
by Lunaran
Tue Mar 08, 2011 2:41 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

How does this work? Is it all generated into this shape and then you export it as a model and import it? It takes an overall working volume that it cuts up randomly into non-overlapping brushes, and x smaller volumes that are either solid (brushes are clipped away inside and caulked) or empty (brus...
by Lunaran
Sun Mar 06, 2011 8:35 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

Progress on making cubespew more robust. These are some simple volumes, and the cubey breakup generated from them: [lvlshot]http://lunaran.com/pics/q3_dm5_cuuubes4.png[/lvlshot] Still having a problem with a larger block winding up with a narrow gap around it that gets filled with a row of 8x8 cubes...
by Lunaran
Sat Jan 08, 2011 8:27 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

I didn't want to place zillions of brushes in Radiant to detail a whole map this way so I wrote some python script to generate it in a way that gave me control over placement/density/etc. Once I already had that working, it was a short hop to add texture alignment, because I was finding the lighting...
by Lunaran
Sat Jan 08, 2011 5:56 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

I'm a big fan of corsair's 20b contest entry - a lot of entries seemed to rely on quake3 gameplay being resilent enough to support a too-small and simple map rather than really try and get the most out of twenty brushes, but he's got an entire quality layout there. style test: http://lunaran.com/pic...
by Lunaran
Sun Oct 17, 2010 11:17 pm
Forum: ID Tech
Topic: editing levels directly in polygons (not polyhedrons)
Replies: 18
Views: 5807

Re: editing levels directly in polygons (not polyhedrons)

q3map2 isn't as good about lightmapping big mesh faces either.

Image

I wanted to model and uv a whole map in Maya and that tanked the idea pretty early.

(unless there's a fix for this I never found ...)
by Lunaran
Sun Oct 17, 2010 11:05 pm
Forum: ID Tech
Topic: Raven Software
Replies: 28
Views: 10001

Re: Raven Software

sock, rgoer, pjw, raven (ford, right?), Hellchick, kungfusquirrel, ken20banks, and myself were all at raven at the same time. I think wviperw started after rgoer left, but otherwise we all overlapped. I don't if pjw and wviperw are still there after the last round of layoffs, but raven went in the f...
by Lunaran
Sun Oct 17, 2010 10:56 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

fKd, those are some surprisingly metallic looking textures for an engine with no speculars. nice.

A little color makes a big difference:
Image
oh yeah that's the map I'm making
by Lunaran
Sat Jan 03, 2009 6:01 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

You can't measure this stuff precisely - making everything to exact scale in a game with 90° FOV and linear perspective comes out looking all wrong. Doors look cramped and halls are tiny and ceilings are low and details are all microscopic and busy, because we should be seeing those things with near...
by Lunaran
Thu Dec 18, 2008 8:59 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

I guess it works best in a space map but it could also be useful for partial sky exposure. Working on a different map, I could never force q3map2 to give me the right brightness vs falloff distance of sky surfacelights, but the dozens-o-suns thing is exactly the effect I wanted there too. One bright...
by Lunaran
Wed Dec 17, 2008 4:55 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

Well, there's HDR as High Dynamic Range, with floating-point lighting values that aren't bound to a particular exposure bracket or monitor brightness range, which quake3 simply doesn't do, and there's other lighting techniques that kind of get lumped in with it that aren't really dynamic or high ran...
by Lunaran
Tue Dec 16, 2008 10:01 pm
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

[lvlshot]http://lunaran.com/pics/q3_hdr2.jpg[/lvlshot] Stupid skybox lines. I need to try ioq3. I used python to crank out a ton of sun definitions with colors sampled from the skybox to mimic HDR dome lighting. There are 92 suns, which I'm willing to guess is a record. I'm probably just going to pl...
by Lunaran
Tue Dec 16, 2008 2:30 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

/me lifts up his shirt
by Lunaran
Tue Dec 16, 2008 1:03 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Re: Screenshots

This is not a screenshot: I had a quick idea for something I wanted to try out in Quake3 - not a full blown map investment, just some poking around. GTKR isn't working right! Of course it isn't. Okay, yay, I dunno why the hell it won't load shaders all of a sudden, I remember messing with some inter...
by Lunaran
Tue Jul 31, 2007 5:56 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

I really hate how viewing this forum will reload anew every image posted in a thread under all circumstances.

Isn't that kind of a waste of everyone's host bandwidth?
by Lunaran
Sat Jul 28, 2007 5:38 am
Forum: ID Tech
Topic: [Q4 MP] Poprocks
Replies: 14
Views: 3308

well, either that or keep the simple shapes and use a rock texture with lots of forms in the normal. :)
by Lunaran
Sat Jun 16, 2007 12:16 am
Forum: ID Tech
Topic: ID Tech 5
Replies: 16
Views: 4904

What studio in their right minds is going to want to take the time and resources to paint unique textures for every map in their game?
by Lunaran
Wed May 23, 2007 1:10 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

Strahlemann wrote:i even can hear a helicopter flying somewhere out there
ooh, good idea.
by Lunaran
Tue May 22, 2007 4:05 am
Forum: ID Tech
Topic: PC gaming and mapping (split thread)
Replies: 75
Views: 21697

well I hate to be the sour grapes guy, but the kind of mod communities that quake 1/2/3 (and other titles of their eras) enjoyed will never, ever happen again making games is just too involved these days--what used to take one guy to build now takes a dozen guys, all from different disciplines Anot...
by Lunaran
Tue May 22, 2007 3:41 am
Forum: ID Tech
Topic: Screenshots
Replies: 7361
Views: 3206803

I miss the Quake3 engine hard . [lvlshot]http://www.lunaran.com/pics/lun3dm5_wip2.jpg[/lvlshot] (I wanted to just toss that in and sneak away but there's been some neat looking stuff I wanna comment on. Strahlemann, this is a bit late but very nicely done, but, that green is seriously overpowering, ...
by Lunaran
Fri Apr 06, 2007 3:10 pm
Forum: ID Tech
Topic: New Quake4 Map-Like Thing: "Strombine"
Replies: 31
Views: 36856

I did this at home in Q4R. I just hit ctrl-I in photoshop to make the grid view black. :)

WolfRadiant probably still looks like the radiant you're used to.
by Lunaran
Thu Apr 05, 2007 9:26 am
Forum: ID Tech
Topic: New Quake4 Map-Like Thing: "Strombine"
Replies: 31
Views: 36856

Wow.. Okay, tutorials/strategies for painting light textures for ambient lights, please. That whole idea is dead secksy. Well, this one isn't for an ambient light but the principle is the same. You've got a light source in a room, and that light is going to spread out from the source in volumes. Th...
by Lunaran
Mon Mar 26, 2007 8:04 pm
Forum: ID Tech
Topic: New Quake4 Map-Like Thing: "Strombine"
Replies: 31
Views: 36856

i really like the space you've created in the first shot, especially the way it's lit up, but what's actually filling that space is a tad disappointing No arguments there. :/ I really just built an awesome ceiling and thought, "ok, now what" nice job on the HL2 look btw. ever considered s...
by Lunaran
Mon Mar 26, 2007 2:11 pm
Forum: ID Tech
Topic: New Quake4 Map-Like Thing: "Strombine"
Replies: 31
Views: 36856

New Quake4 Map-Like Thing: "Strombine"

Okay, this is really kind of a dumb release. http://www.lunaran.com/pics/strombine/thumbs/strombine_1.jpg I've been doing a bunch of experimentation on the side with this engine, noodling problems and issues we're all pretty familiar with. They all got lumped into one map through various circumstanc...
by Lunaran
Mon Mar 19, 2007 2:12 am
Forum: ID Tech
Topic: ztn
Replies: 44
Views: 14847

I always liked ztn's maps. He was an inspiration when I was starting out.