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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 06-25-2005 04:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


mega: thanks :p




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Gibblet
Gibblet
Joined: 26 Feb 2005
Posts: 23
PostPosted: 06-25-2005 08:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


;)




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Gibblet
Gibblet
Joined: 24 May 2005
Posts: 12
PostPosted: 06-25-2005 08:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah that looks good Fjoggs, its got a nice dark atmosphere which reminds me of some of the old Gloom maps. Is it going to be all enclosed or is it going to have any open sky / organic areas with caves/rocks/cliff side ?




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Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 06-25-2005 10:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks good Fjoggs, but dont make the same mistake as the last time. Don't use yellow lights ONLY.
Fresh it up with a different (maybe unsaturated) colortone.
Makes things much more interesting...
Keep it up mate.

sumatra



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Recruit
Recruit
Joined: 29 May 2005
Posts: 8
PostPosted: 06-25-2005 11:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


wow fuckn lovely Fjoggs




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Gibblet
Gibblet
Joined: 24 May 2005
Posts: 12
PostPosted: 06-28-2005 11:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


Doing a lil retro work for new maps execution sequence (Jailbreak). Mostly all photoshop at this point, but it is a shot taken of the shader in Q3 after compile.

[lvlshot]http://www.planetquake.com/bkp/scrotch/nex1.jpg[/lvlshot]




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 06-29-2005 01:12 AM           Profile   Send private message  E-mail  Edit post Reply with quote


WOO! PAINTED LIGHTMAPS! GOD I MISSED MAKING THOSE!!!

Bloody normal maps :icon33: :icon33: :icon33: :icon32:




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 06-29-2005 11:22 PM           Profile   Send private message  E-mail  Edit post Reply with quote


If they are normal mapped you should still bake a little lighting onto them, not much, just a tad. But no lighting, as thats done on the specular map.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 06-29-2005 11:29 PM           Profile   Send private message  E-mail  Edit post Reply with quote


You cant limit lighting, because the specular stage is just as important as the local.

To be honest, you need to look at remaking the texture fram scratch most times, so that the specular stage contains little details that both the diffuse and local map lack. Thats the whole point of the set, they work with each other to provide fake depth.




Last edited by o'dium on 06-29-2005 11:32 PM, edited 1 time in total.

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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 06-29-2005 11:32 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Here is an example set for my floor. Notice how the specular contains not only the height and shine data of the diffuse and local, but also its own data?

Image

Image

Image




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 06-29-2005 11:42 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Shit just read what you have to do in DP...

Then TBH, its not gonna be too great. I mean, you cant have both looking great so your gonna settle for a medium blend of the two :(

And no, I model mine and hand draw some details in photoshop.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 06-29-2005 11:43 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I really would suggest re-thinking if possible and just going one way, i.e. RT lights, or classic. And TBH, i don't know anybody that uses classic lighting in DP any more :shrug:




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The Borked One
The Borked One
Joined: 23 Mar 2004
Posts: 4708
PostPosted: 07-03-2005 10:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


[lvlshot]http://www.members.cox.net/borke/jpRoom.jpg[/lvlshot]
hmmm...




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44136
PostPosted: 07-07-2005 05:32 AM           Profile   Send private message  E-mail  Edit post Reply with quote


bork[e] wrote:
[lvlshot]http://www.members.cox.net/borke/jpRoom.jpg[/lvlshot]
hmmm...


It's almost refreshing seeing something "classic Quake 3" :)




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The Borked One
The Borked One
Joined: 23 Mar 2004
Posts: 4708
PostPosted: 07-08-2005 06:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


:lub:

[lvlshot]http://www.members.cox.net/borke/6.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/7.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/8.jpg[/lvlshot]


edit: added 2 and change 1 around.




Last edited by bork[e] on 07-12-2005 08:24 AM, edited 1 time in total.

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NOT OK
NOT OK
Joined: 03 Aug 2003
Posts: 1017
PostPosted: 07-09-2005 07:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


Dark. I can't tell if it's cool or not. The light does look pretty nice. Looks like real florescant bulbs.



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Gibblet
Gibblet
Joined: 24 May 2005
Posts: 12
PostPosted: 07-09-2005 10:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Early start on an underwater themed map. Monitor is broken so i cant tell if map is overly bright or dark.

**edit lil more work on it, better angles.

[lvlshot]http://www.planetquake.com/bkp/scrotch/s1.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/s2.jpg[/lvlshot]




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NOT OK
NOT OK
Joined: 03 Aug 2003
Posts: 1017
PostPosted: 07-11-2005 07:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice.



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Gibblet
Gibblet
Joined: 24 May 2005
Posts: 12
PostPosted: 07-12-2005 01:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ya I could make it CTF easily. I'll probably convert a few my maps into CTF sometime soon since jailbreak uses the same style of map, it should play well.




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Insane Quaker
Insane Quaker
Joined: 12 Feb 2005
Posts: 325
PostPosted: 07-16-2005 10:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Small update of my cpma duel map.
I'm very lazy atm...will last a few days/weeks for next beta

Image Image

sumatra

P.S. oh, .. scrotch your screenies look so FKN NICE, i couldn't breathe for a moment...




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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
Posts: 5316
PostPosted: 07-16-2005 12:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


nice stuff sumatra :icon14:

i think on the walls on shot#1, esp on the left upper side could use more detail. same goes for the wall the the right in shot#2.




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NOT OK
NOT OK
Joined: 03 Aug 2003
Posts: 1017
PostPosted: 07-16-2005 08:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


He's right but the rest is ace.



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Gibblet
Gibblet
Joined: 24 May 2005
Posts: 12
PostPosted: 07-16-2005 10:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've got too much on the go and probably shouldnt even post this shot as we dont even have our site up for the mod yet. Anyhow Quake 4 Prisoners of War concept map.

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1b.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1.jpg[/lvlshot]

sumatra I like that tex set, is that the one you were making yourself a lil while back? or am I getting it confused with someone else.




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 07-17-2005 03:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Oh my, I just came.




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 07-17-2005 04:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Scrotch: How's performance on that thing? Can't be too good? Or have you done alot of tweaking?




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Gibblet
Gibblet
Joined: 24 May 2005
Posts: 12
PostPosted: 07-17-2005 09:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm going to tweak later, since its just a concept map made in D3 and Im going to have to port it over to Q4 once Q4 is out, Im not going to worry about tweaking at this point. Maybe not till its done I'll go back and rework things, I haven't touched the D3 engine stuff in almost a year.

I am getting a steady 60 FPS though so its not too bad, I only have the minimum CPU required for D3 as well.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 07-17-2005 10:42 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Here are a few updated shots of that level from Quake II. Its still all early WIP :(

Image

Image

Image

Image

Image


And here is a quick example pic of our new water. The water has a real time render to texture reflection, as well as a fresnel shader that will change the local map giving it a wavey appearance. Its hard to tell from a picture but i couldn't get a decent enough compression for a video, so live with it :p

Image




Last edited by o'dium on 07-18-2005 12:19 AM, edited 1 time in total.

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god xor reason
god xor reason
Joined: 08 Dec 1999
Posts: 21100
PostPosted: 07-17-2005 01:15 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Thats hot odium. Any updated character models yet?




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-17-2005 02:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks ace Odi.

I got a Map of the Month on my map on this german site, I mention Q3W in the end in the interview, be happy!

Damn, I knew I should have stayed in those german classes I had, like hmm, from 6th grade to last in high, flunked all german classes, now I want it again :tear: :for: :fear:

http://halflife.ingame.de/article.php?i ... intSite=13




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 07-17-2005 05:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Its still all early WIP :(


Work faster! Less time pimping, more time mapping. :D



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GtkRadiant | Q3Map2 | Shader Manual


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Gibblet
Gibblet
Joined: 24 May 2005
Posts: 12
PostPosted: 07-17-2005 07:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Odium that engine you guys are working on looks like alot of fun, is there going to be any kinda public build to play with in the near future?

Experimenting with bridges today.

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1c.jpg[/lvlshot]




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-17-2005 07:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


Gah, all this Doom wants me to map that engine, even though the game sucks...

Its somehow more fun mapping for more games, using different editors than just for one, seems you get a better overlook of the general scene that way...



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Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-17-2005 08:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Heyyy (remember that scene with Niki Kat from Sin City now folks)

Kaz, what is that now, a Q3 mod? Q2? Looks old still cool... oldcool so to say ;)



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Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 07-17-2005 09:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


I know darkplaces, I use that to play Quake with in LANs, pretty slick engine...



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Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 07-18-2005 12:10 AM           Profile   Send private message  E-mail  Edit post Reply with quote


ScrotcH' wrote:
Odium that engine you guys are working on looks like alot of fun, is there going to be any kinda public build to play with in the near future?

Experimenting with bridges today.

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1c.jpg[/lvlshot]


Yeah, the release should of been the last few days but TBH me and Berserk haven't had the time. Maybe this week :D

As for your map, jesus dude its looking crazy, great detail. All I can say is that it looks lik eyou are still using Doom 3 textures, and I just hope that the change of textures when Q4 comes out doesn't make the level look worse, because its looking great.




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