Quake3World.com Forums
     Level Editing & Modeling
        Screenshots


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: Re: Screenshots

Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 10-12-2009 05:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


I agree that this shot isn't as amazing as the other ones but I think it's simply the new wood texture that's throwing me off. It looks like something I'd see in a ski lodge rather than a castle. While I like the texture I think it should be changed. It just doesn't fit for this map.




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 10-12-2009 05:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Much of the wood is still there. Sock never posted a screenshot of this particular hallway here before, but he actually has MORE wood here now than it did before.

BTW Sock, try running the first part of the map with "r_clear 1", I'm pretty sure there's something wrong with the skybox popping in and out of view.

I also liked the alternating colours on the steps before, though the new stone looks better. Perhaps create a darker variation of that new stone and alternate between textures with each step.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 10-13-2009 05:19 AM           Profile Send private message  E-mail  Edit post Reply with quote




A quick muck around in Terragen, trying out different clouds layers. I know it is not like a photo sourced cloudsky but it does have a nice feeling about it.

@Obs, I was trying to avoid the obvious alternate step colours, but a light/dark version works good. I want to try and keep the stone more neutral to give the map a brighter feel, sort of fed up with dark and gloomy, annoying for gameplay and screenshots. The problem with r_clear+personal teleporter is strange, I noticed it a long time ago. The personal teleporter was used for 2 secret areas, but they have changed as you can escape normally, probably switch personal teleporter for a shotgun instead.

@fkd, this is a very low key area, the architectural shapes are subtle and more about mirrored balance. The crazy wood rooms are later, this is just the second room and is meant to be bright, like a viewing deck.

@pat, I thought that wood was the best texture I made from my recent photo source stuff, very good original image. I can see what you mean by the freshness of the wood, but this art set is suppose to take the map in a different direction. There will be two sets, one using ID (dark, brown, extra brown) and this one, lighter, more mountain air like.



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 10-13-2009 02:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


@sock: I love the light level on these last screenshots. I know they are tweaked in photoshop cause of the darkness of q3 screenshotting, but, I just mean, I'm hoping the map ingame looks just like that.




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 10-16-2009 06:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Jal, the latest screenshots have very little photoshop changes to them, the actual screenshots produced by Q3 are very close to these. The map use to be very dark (laptop+cave did not help) but it is alot brighter nowadays.

Still working away on replacing all the ID textures I used with double density versions, got a couple of before and after shots showing the difference. URL links because the images are very big in file size.

http://www.simonoc.com/images/design/maps_q3/moteof1de1l_texcompare1.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1de1l_texcompare2.jpg



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Trainee
Trainee
Joined: 19 Sep 2008
Posts: 27
PostPosted: 10-22-2009 03:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hi, here are some screenshots of the map I'm still working on from time to time.
It's nearly finished.

Tower 1


Moved to this topic including Beta version:
http://www.quake3forum.com/forum/viewtopic.php?f=10&t=41833&sid=ffabc1aec0ed243a58e742603ce88454




Last edited by T_Creutzenberg on 10-24-2009 02:25 AM, edited 2 times in total.

Top
                 

Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 10-22-2009 03:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


T_Creutzenberg,
once you have a beta ready, open a new thread, and let us download/test the map :toothy: ... the feedback you get might actually be useful ;).




Top
                 

Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 10-23-2009 03:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


T_Creutzenberg wrote:
Hi, here are some screenshots of the map I'm still working on from time to time.
It's nearly finished.


Wow. That map looks absolutely incredible - like a Q4 map or something. Please finish it :).




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 10-27-2009 01:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


More texture/lighting updates ...



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu
Joined: 24 Nov 2000
Posts: 44139
PostPosted: 10-28-2009 12:43 AM           Profile   Send private message  E-mail  Edit post Reply with quote


the only nitpick i have is the maptitle
srsly, its right up there with "the nameless place" and "the bouncy map" =/




Top
                 

cess primary
cess primary
Joined: 25 Aug 2003
Posts: 2727
PostPosted: 10-28-2009 02:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Haha agreed, except about the nameless place, that's just awesome bro ;p

@ T_Creutzenberg, looks nice from the shots, i might have to check it out.




Top
                 

Warrior
Warrior
Joined: 07 Aug 2009
Posts: 76
PostPosted: 10-28-2009 03:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hah. I actually found this name sounding rather "Myst"-esque. Which makes sense to me, seeing it's a puzzle-map...



_________________
www.tabun.nl


Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 10-28-2009 04:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


@MKJ, the title of the map is a play on words of a Star Trek episode City on the Edge of Forever. The map features the Guardian and is located in an isolated area with 'myst' like machines that have been forgotten about.



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Grunt
Grunt
Joined: 21 Jul 2009
Posts: 66
PostPosted: 10-28-2009 01:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
isolated area with 'myst' like machines

As long as I don't have to swap CD's everytime I leave an area (like in Myst and Riven) then turn a valve handle and then swap CD's again to go back, it's all good.
:D



_________________
www.mrlego.com


Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 10-29-2009 07:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Rosy eyed glasses of nostalgia made me forget about all the CD swapping in those games (and I now recall beating my head on my desk and running around the entire world for the nth time trying to solve some of those puzzles).



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 10-29-2009 10:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Sock, I'm interested to see how you've scaled this thing. I'm putting together an alpha for a realistic map right now and I'm having serious problems getting the scale right since everything needs to be larger on the XY to let Q3A's movement breathe. Then again, players probably won't be doing too much movement in this map so I suppose you can get away with tight doors and windows. Still, it will be cool to see how you do that stuff.

-pat




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 10-29-2009 11:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


If you build anything 1:1 relative to the player size, everything will look 2x smaller than they should and with Q3's movement physics, about 4x smaller. This makes everything a little wonky to begin with if you're trying to make anything realistic. Most "realistic" Q3 engine games tone down the movement speed and height significantly from Q3's defaults.

Sock's map "looks" realistic but it is quite open. However, if you go into 3rd person mode, you'll see that all the control panels have switches and buttons that you can easily use with boxing gloves on.

You'll have to decide whether you want things to look right relative to the player model or look and feel right relative to the player's FoV. In most cases, I think you would want the latter.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 10-29-2009 12:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


Think about Soviet when building, then you'll get the right scale in Q3...



_________________
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


Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 10-30-2009 03:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Pat, Q3 scale is always crazy large and making stuff looking real scale always ends badly. The problem with Q3 and scale is that the player movement is too fast, you can jump off buildings and survive, and bunny hop like a grasshopper on speed which completely breaks the illusion of reality environments.

My latest map has 192-256 wide hallways, 192 high door/archways and no ladders or jump pads. I would personally recommend you take all measurements and times then by 3 or better still, build soviet style! :P Giant structures with huge sweeping arches and support beams. Also remember to add small details, so it will give your soviet stuff a scale reference.

@Mrlego, there is only one load time, 5 puzzles, 10 secrets and 2 endings! Should be enough to keep you busy for a while. This map is really only for people who love finding stuff or trying out visual puzzles, everyone else will just get frustrated and hate it! ooops it seems my target audience is probably going to be 5 people! :p



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Insane Quaker
Insane Quaker
Joined: 31 Mar 2009
Posts: 494
PostPosted: 10-30-2009 08:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


Haha thanks for the scale advice guys. I thought I was going crazy there for a while. I've basically been building things to about 3x scale. Movement isn't too cramped and things don't look way too big, so 3x seems to be the best compromise between those two things.




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 10-31-2009 11:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nearly finished with the new textures ...



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 10-31-2009 12:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


damn! those bricks are sweet!




Top
                 

True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 10-31-2009 12:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


Early stages of this years Unearthly Challenge entry. More info here.

Image



_________________
Tutorials, tools and resources


Top
                 

Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
Posts: 362
PostPosted: 10-31-2009 04:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


@sock: Truly epic brushwork man.

@kat: Awesome terrain. You make the Quake 4 engine really shine. Good luck in the competition.




Top
                 

This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 11-01-2009 01:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


Unearthly challange, yes, cool stuff, my friend won that thing last year...
How advanced will you go?

I would love to enter, but I can't really do that using the Q3 engine, I need to wait for rage and also speed up my modeling, takes to long time now...



_________________
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


Top
                 

Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 11-01-2009 01:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Kat: Is that terrain using a single texture?




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 11-01-2009 05:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


The 'Unearthly challange' should be renamed 'Unearthly screenshot', I never get the impression that the competition is about making stuff that runs inside of a game engine but about creating something with a million polys and looks nice!

@kat, I think this is where you probably go wrong with the Quake engines for the competition, you seem to be trying to make something that runs good ingame as well, which IMHO is pointless. The other thing is the lighting on your screenshot looks really odd, very dark shadows next to full bright rocks. I am sure this is just a quick render/preview but it looks really odd. Also the textures on your rocks looks too low resolution for the size of them, it feels like to me the rock face is really small and low to the ground.



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 11-01-2009 05:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


sock wrote:
The 'Unearthly challange' should be renamed 'Unearthly screenshot', I never get the impression that the competition is about making stuff that runs inside of a game engine but about creating something with a million polys and looks nice!

@kat, I think this is where you probably go wrong with the Quake engines for the competition, you seem to be trying to make something that runs good ingame as well, which IMHO is pointless. The other thing is the lighting on your screenshot looks really odd, very dark shadows next to full bright rocks. I am sure this is just a quick render/preview but it looks really odd. Also the textures on your rocks looks too low resolution for the size of them, it feels like to me the rock face is really small and low to the ground.


I don't think the contest ever said that they aim to get things playable in-game really, isn't more about creating the "best you can" within a game engine or something similar?



_________________
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


Top
                 

True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 11-01-2009 11:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


sock wrote:
The 'Unearthly challange' should be renamed 'Unearthly screenshot', I never get the impression that the competition is about making stuff that runs inside of a game engine but about creating something with a million polys and looks nice!

@kat, I think this is where you probably go wrong with the Quake engines for the competition, you seem to be trying to make something that runs good ingame as well, which IMHO is pointless. The other thing is the lighting on your screenshot looks really odd, very dark shadows next to full bright rocks. I am sure this is just a quick render/preview but it looks really odd. Also the textures on your rocks looks too low resolution for the size of them, it feels like to me the rock face is really small and low to the ground.
I agree with the general sentiment so everything I'm doing is being done from the point of view that it *can* be run in game, else, as you point out, what's the point, you might as well be rendering stills in Max, Maya et-al. I've never been one for following the rules ;o)

You are right about engine choice though as overall I think a good 90% of entries are using Unreal 3, the rest are probably using comparatively recent proprietary tech their own studios are using (a lot of entries are from studio based guys it seems, using the tech in a professional capacity); personally I'd rather use the time otherwise spent learning those tools doing something I know can be done... you can waste so much time simply trying to find out where the tools are never mind actually use them when looking at new tech (as you know ;o) ).

The scene is lit with the sun effectively top-left hence the over arching shadows from that side, it's done like that on purpose to make sure the 'entrance light' can be clearly seen (because it's then in shadow and not having to fight to be seen against fully lit surfaces). Textures hold up OK, it's just that shot that makes them look a little blurry. Still some ways to go on this though so will post some updates when I get a chance to.

@ jal_: no it's textured in the 'traditional' manner as there's a 4096 texture limit; the mesh itself is almost that size so creating any form of 'megatexture' of suitable resolution would pretty much use up the allotted max.



_________________
Tutorials, tools and resources


Top
                 

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 11-03-2009 05:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


Damn Kat, I'm busy for a few weeks and you're posting stuff! I know this is early stages, but the terrain itself...phew, you really have become the rock and terrain king of idtech :)




Top
                 

This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 11-04-2009 02:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


Created a new ivy texture, that I use for falling and growing ivy - so I've pretty much locked down the graphical design on the outside areas now, now I just need to polish it a little bit more add some background structures and so.

This is the old ivy:
http://zfight.com/misc/images/maps/m8/m8_17.jpg


The following shows the new.











Also I need to fin up the boring parts on the insides - I'm gonna sit a lot this weekend.
Trying to get every second I can these days, I speed-eat at lunch so I can sit more =)

From the beginning this level should have been fin like two months ago, now I hope I can get it out before December...



_________________
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


Last edited by AEon on 11-06-2009 09:15 AM, edited 1 time in total.Reason: lvlshot'ed those images.

Top
                 

Mercenary
Mercenary
Joined: 24 Mar 2008
Posts: 223
PostPosted: 11-05-2009 03:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Kat wrote:
@ jal_: no it's textured in the 'traditional' manner as there's a 4096 texture limit; the mesh itself is almost that size so creating any form of 'megatexture' of suitable resolution would pretty much use up the allotted max.

The traditional way being? Because I have a hard time telling that can be alpha blending.




Top
                 

Mercenary
Mercenary
Joined: 08 Oct 2006
Posts: 200
PostPosted: 11-06-2009 08:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Kat wrote:
...there's a 4096 texture limit...


Hey get with the times, it's 8192 if you use any hardware released over the past few years! :P




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 11-06-2009 12:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


Guardian hub room ...



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 11-06-2009 12:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


:eek: @both sock and hipshot




Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.