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Topic Starter Topic: Re: Screenshots

Insane Quaker
Insane Quaker
Joined: 28 Jan 2010
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PostPosted: 10-04-2012 09:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
o'dium wrote:


Looks cool, though I'm not sure how this place is supposed to be overrun with vegetation. The place looks like it's an abandoned basement, plants don't typically grow there - mold and fungi, maybe. If you want to keep the plants, maybe add a few windows or skylight? A broken pipe may supply the water the plants need. It's just an idea I wanted to kick out there and see if you want to do anything with it.


Oh Obsidian, it is his artistic liberty! There is no logic in this... piece of art.




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I'm the dude!
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PostPosted: 10-04-2012 09:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


I totally respect that, though the point of this thread is also to give constructive feedback and bounce ideas around that might help works in progress. It's just a suggestion and he is free to do whatever he chooses to do with it.



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Elite
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Joined: 25 Mar 2000
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PostPosted: 10-04-2012 05:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
o'dium wrote:


Looks cool, though I'm not sure how this place is supposed to be overrun with vegetation. The place looks like it's an abandoned basement, plants don't typically grow there - mold and fungi, maybe. If you want to keep the plants, maybe add a few windows or skylight? A broken pipe may supply the water the plants need. It's just an idea I wanted to kick out there and see if you want to do anything with it.


Are you nuts? Have you never seen vines work their magic? Mother fuckers will peep through a 12" thick concrete wall and take shit over!

Shots look good o'dium, though I don't know if it's just my monitor or if there is some effect you're using, but all the images have a sort of dirty, washed-over, yellowy look to them. I'm guessing it's something you've done. Not entirely bad, just something I noticed. Vegetation looks good. Have you got any scripts running that grow them, or do you hand-place everything? Either way, looks good, and the shadows they create look nice. Hard to tell from a static image, but how "shiny" are these leafs? :p




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Swift and Deadly
Swift and Deadly
Joined: 21 Jul 2002
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PostPosted: 10-04-2012 07:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Some stuff I was working on in the past that I have since deleted (today) and starting fresh/new maps.
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Swift and Deadly
Swift and Deadly
Joined: 21 Jul 2002
Posts: 1679
PostPosted: 10-04-2012 07:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


Some more of old screenies:
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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 10-05-2012 12:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


I would recommend a
Code:
bind o "toggle cg_draw2d"

to turn of the "durn" HUD, to take clean screenshots in future.




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Swift and Deadly
Swift and Deadly
Joined: 21 Jul 2002
Posts: 1679
PostPosted: 10-05-2012 09:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


hahaha, I normally do Aeon but in this case I figured f*ck it especially since I was dumping the maps anyway ;)



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Swift and Deadly
Swift and Deadly
Joined: 21 Jul 2002
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PostPosted: 10-06-2012 02:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Here are some from one of the last CTF maps I was doing.
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Boink!
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PostPosted: 10-06-2012 03:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Shots 3, 4, 5 almost look psychedelic, texture pattern-wise and colour. Might need a bit of toning down IMO.




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Swift and Deadly
Swift and Deadly
Joined: 21 Jul 2002
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PostPosted: 10-08-2012 09:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


AEon wrote:
Shots 3, 4, 5 almost look psychedelic, texture pattern-wise and colour. Might need a bit of toning down IMO.

lol, the funny thing is that those txtures are the same ones on the upper portions of the walls in both of the bases. Funny how the lighting gives it such a different look :) .
I was checking out different textures at that time and swapping stuff around to see things would look. The portions that are textured in the bases will probably stay the same but I'm not sure yet so who knows, ;)



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Insane Quaker
Insane Quaker
Joined: 16 Sep 2010
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PostPosted: 10-08-2012 10:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


I like their minimalist Quake 2 style with the good ol' concrete and steel look. Always a classic. :up:



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Recruit
Recruit
Joined: 14 Aug 2012
Posts: 2
PostPosted: 10-18-2012 01:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Decided to finish my hi-res railgun.
Bits of it are really dark/black to hide a lack of detail, because I couldn't be bothered doing it :p.

http://dl.dropbox.com/u/97693415/zzz-xyrail.pk3






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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 10-18-2012 02:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks pretty cool. I think the glass/plasma thingie would look better if it had some kind of small border (..also wondering if it wouldnt look better if it was straight). Those cogs on top of the model look a bit out of place too - I think you'd be better off thinking about elements that serve a purpose; for example a reloading/ammo slot of slugs that looks like it could be opened with some kind of lever.
Overall it looks really nice though.



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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 10-20-2012 12:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


I agree about the fluting on the plasma thing. Something more uniform like straight with rounded corners would make more sense/look better. Or maybe multiple windows into the blue plasma, each straight with rounded corners, but the outer ones having a shorter length (if that makes sense).




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Etile
Etile
Joined: 19 Nov 2003
Posts: 34899
PostPosted: 10-27-2012 12:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Delirium wrote:
*pix*

Been getting it on with Farcry 2 this week, this was the outcome!


nice. i enjoyed farcry 2. i know a lot of people didn't

to be fair, it got a little predictable once you learned not to go on the river, and unlocked all the bus stops




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 10-29-2012 03:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


Continued work on my Quake 3 map. Incorporated all the feedback I've gotten on my previous two editor shots. Lost quite some time on learning how to make my own skybox, using shaders for lighting effects and getting a teleporter texture working. Anyway, here are 3 ingame shots. Lighting needs a bit of work but overall I'm pleased with the progress.

Image

Image

Image



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Warrior
Warrior
Joined: 01 Oct 2010
Posts: 97
PostPosted: 10-29-2012 03:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


Digging the texture set. Your own or someone else? Shots look great.




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The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 10-29-2012 05:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


Look very cool inf.
The last screen has a nasty jaggy shadow. Maybe alter the sun angle or add a blur to the lightmap?




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Trainee
Trainee
Joined: 30 Jan 2009
Posts: 27
PostPosted: 10-29-2012 08:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


More Doom 3: Phobos fun.

Image



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The Afflicted
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Joined: 17 Feb 2005
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PostPosted: 10-29-2012 09:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks guys!

@j3st3r: These are remakes from Quake's Base set by Starbuck (his website is down)
@dONKEY: I know, I plan on doing the entire map and then decide what to do about it.
@geX: Are you guys still not done? Damn! :P



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Trainee
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PostPosted: 10-29-2012 09:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


Heh. We are pretty much only 2 level designers on the levels, it takes so much time. We have 1 guy doing monster placement though.



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The Afflicted
The Afflicted
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PostPosted: 10-29-2012 10:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


Of course, but back when I left you already had a lot of stuff going on. I figured it would be done by now. Don't mean to call you lazy or something. Apparently there haven't been any new mappers.



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Trainee
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PostPosted: 10-29-2012 02:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah, we never really got any new mappers on board. And don't worry I didn't take it in a bad way :)



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Insane Quaker
Insane Quaker
Joined: 16 Sep 2010
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PostPosted: 10-29-2012 04:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Love the new screenshot! It's got some great use of colors (as usual) and you almost wonder what lurks at the end of that corridor in the screen...



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Commander
Commander
Joined: 18 Jul 2004
Posts: 128
PostPosted: 11-01-2012 03:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


I got a free week so I started finding a proper toolset for building trees for Q3. This is my first result. I still can't figure out to import the md3 model with textures, as the md3 export plugin for blender doesn't work properly.

I've been rage-searching all day long....

Image




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The Afflicted
The Afflicted
Joined: 14 Oct 2001
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PostPosted: 11-01-2012 04:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


Why does it have to be md3? Ase works just fine. Any animation can be achieved via shader files. I assume you know, but just in case visit http://www.katsbits.com for info of exporting ase files, and google will reveal how to set up the texture paths in the ase file so Q3 and GTKr can find the textures.
BTW what are you using to create the tree, or is it hand made?




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I'm the dude!
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PostPosted: 11-01-2012 07:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looks good. Nice textures, far better than most tree models I see being made for Q3. What's the polycount?

ASE is far easier to work with as map models. You only need .md3 files for player models, weapon models and in a few other rare occasions. It's probably easier to convert an .ase model into a .md3 using Q3Data.exe than trying to fix an exporter.

http://robotrenegade.com/articles/conve ... 3data.html



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Commander
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Joined: 18 Jul 2004
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PostPosted: 11-02-2012 02:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ah great info! I'm using ngPlant for tree making.

*Edit: I successfully exported an ASE Cube with a bark texture. Now I have to work hard on a good UV map for the trees.

Another problem is that when I'm importing the .obj from ngTree the whole mesh is imported into one object. But you can still distinct leaves and trunk by their different material. Is is possible to split the object into groups regarding to the material? I'm unsure if you can assign multiple textures if you don't.

Here's some more.

Image

Image

The ASE Exporter won't assign the correct material ID. Do you need to split the mesh or is there another way?

*MESH_FACE_LIST {
*MESH_FACE 0: A: 13820 B: 13821 C: 13822 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0


Right now my tree is all leaves :down:

Image




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I'm the dude!
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Joined: 04 Feb 2002
Posts: 12498
PostPosted: 11-02-2012 07:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


I don't think Q3 understands submaterials (material ID). You have to split the model up into separate elements, one for each material. It should read as something like this, (note the MAP_NAME value is what Q3Map2 needs to use to find any attributed shaders):

Code:
   *MATERIAL 0 {
      *MATERIAL_NAME "StandardFX_renderstyle"
      *MATERIAL_CLASS "Standard"
      *MATERIAL_AMBIENT 0.5880   0.5880   0.5880
      *MATERIAL_DIFFUSE 0.5880   0.5880   0.5880
      *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
      *MATERIAL_SHINE 0.1000
      *MATERIAL_SHINESTRENGTH 0.0000
      *MATERIAL_TRANSPARENCY 0.0000
      *MATERIAL_WIRESIZE 1.0000
      *MATERIAL_SHADING Blinn
      *MATERIAL_XP_FALLOFF 0.0000
      *MATERIAL_SELFILLUM 0.0000
      *MATERIAL_FALLOFF In
      *MATERIAL_XP_TYPE Filter
      *MAP_DIFFUSE {
         *MAP_NAME "models/mymodel/texture.tga"
         *MAP_CLASS "Bitmap"
         *MAP_SUBNO 1
         *MAP_AMOUNT 1.0000
         *BITMAP "D:\GameDev\Quake3\baseq3\models\mymodel\texture.tga"
         *MAP_TYPE Screen
         *UVW_U_OFFSET 0.0000
         *UVW_V_OFFSET 0.0000
         *UVW_U_TILING 1.0000
         *UVW_V_TILING 1.0000
         *UVW_ANGLE 0.0000
         *UVW_BLUR 1.0000
         *UVW_BLUR_OFFSET 0.0000
         *UVW_NOUSE_AMT 1.0000
         *UVW_NOISE_SIZE 1.0000
         *UVW_NOISE_LEVEL 1
         *UVW_NOISE_PHASE 0.0000
         *BITMAP_FILTER Pyramidal
      }



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Commander
Commander
Joined: 18 Jul 2004
Posts: 128
PostPosted: 11-02-2012 12:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


Enter Edit Mode, hit P, "Seperate by material". Aaaah :D

The textures even show up in the Radiant. Now there's only one nitpick left: alignment of the leaves. Thanks everyone for your help!



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Commander
Commander
Joined: 05 Jun 2008
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PostPosted: 11-03-2012 06:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Invisible ninja!




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The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 11-04-2012 12:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


The way q3 handles submaterials is a bit of a pain.
Exporting ase meshes from Blender is a little tiresome. You are correct that with a multi-material mesh you need to separate by material, but also ensure each object has only one material. You need to delete other materials before export.
The unreal engine copes so much better in this respect. Blender meshes with multiple materials can just be exported as is.




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Commander
Commander
Joined: 18 Jul 2004
Posts: 128
PostPosted: 11-04-2012 03:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah it was mentioned in the tutorial on KatsBits. Very helpful site. The alignment is now correct, as I skipped the unwrapping process. I just selected UV Mapping, flat for the textures.



Regarding polycount: the leaves are the major part. Trunk: 10k, leaves 20k. I could still reduce the polycount of the trunk by 70%. The model shown above has two leaves groups, which is not necessary. You could reduce polycount even more by making a new texture with twigs and a couple of leaves on them. So there is still room for improvement on the performance.

There seems to be a face limit in the Q3 Engine? When I added five of those models to the map, I had some funky errors :olo:

Image




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PostPosted: 11-04-2012 06:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Are you sure you didn't change something in a shader (most likely a syntax error like an open brace)?



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Commander
Commander
Joined: 18 Jul 2004
Posts: 128
PostPosted: 11-04-2012 12:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


No, those were stock textures all over the map by random. Some faces had the a rock texture, some didn't have it (same texture).




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