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Topic Starter Topic: Re: Screenshots

\kill
\kill
Joined: 02 Apr 2003
Posts: 947
PostPosted: 09-29-2019 10:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


@flipout

Is that the same map that you had sent to me years back? I can't wait to see it.




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Recruit
Recruit
Joined: 24 Apr 2011
Posts: 9
PostPosted: 09-30-2019 10:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the comments guys.

@Pat Howard yeah I plan on releasing all the assets when I released the map.

@v1l3 yeah it's the same one. still pretty much the same layout as back then.




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Grunt
Grunt
Joined: 26 Jun 2019
Posts: 71
PostPosted: 09-30-2019 11:10 PM           Profile Send private message  E-mail  Edit post Reply with quote


Waiting for the map :-), It's good to see how the old game still shows this claw ... :-D




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 297
PostPosted: 02-28-2020 10:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Working these days on my "House Of Chthon" remake/remix...







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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44127
PostPosted: 02-29-2020 01:01 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Looks tight :up:




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Insane Quaker
Insane Quaker
Joined: 01 Feb 2006
Posts: 306
PostPosted: 03-31-2020 02:30 PM           Profile Send private message  E-mail  Edit post Reply with quote




Stuck for ideas so started working on a remake of Retinal's quake 2 map "q2duel5" aka "Mortal Coil". Not sure at this stage if I'll finish it. It's not an import and re-scale, but a build of every brush from the ground up like I did with ZTN's the rage. Still think this Q2 texture set is one of the best and easiest to work with out there. Sky is my own concoction.

Fora.



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Gibblet
Gibblet
Joined: 20 Sep 2008
Posts: 21
PostPosted: 04-15-2020 11:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
Working these days on my "House Of Chthon" remake/remix...




Looks amazing! When do you think it will be finished? BTW, your latest map (tokay) is not yet in lvlworld.




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 297
PostPosted: 04-17-2020 04:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


@RaspAtan: maybe in one week for the first beta version.



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Insane Quaker
Insane Quaker
Joined: 01 Feb 2006
Posts: 306
PostPosted: 04-18-2020 03:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
@RaspAtan: maybe in one week for the first beta version.


:info: Offering services as a beta tester :)



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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 599
PostPosted: 04-19-2020 04:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:
@RaspAtan: maybe in one week for the first beta version.


Image



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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2475
PostPosted: 05-04-2020 09:43 PM           Profile Send private message  E-mail  Edit post Reply with quote







:ninja:




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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 05-04-2020 10:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


gimme @fkd

is that the old ent+ map




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Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2475
PostPosted: 05-04-2020 11:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


na, its a remake of cpm24




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2220
PostPosted: 05-05-2020 03:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


It looks good fkd, nice that you are remaking those levels! You should post the screenshots in some higher resolution in the future =)



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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 05-06-2020 01:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


Nice fkd! Light it up a little with some blue skylight so we can see more of your great details.



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Immortal
Immortal
Joined: 02 Jun 2006
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PostPosted: 05-29-2020 06:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


No, its bright enough :)




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Commander
Commander
Joined: 14 Aug 2016
Posts: 111
PostPosted: 06-19-2020 04:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
No, its bright enough :)

heh.. ;) :D okay.. :D




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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
Posts: 341
PostPosted: 09-21-2020 02:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Okay... so after 6 yrs my account is still working and I see all those beautiful maps coming along. You guys rock!
@donkey wtf man! Dig that stuff!
@flipout: WOOOAOTTT again. Detailed Nature and a proper environment is always nice to see in a q3a map
@eraser: just played through your dissent map. Great output. Love all the mechanics in there AND! Finally a proper ladder animation :D Only thing is... next time put em flames on them barrels!
@sst13: you are also still there!
@fkd: sweet to see your robust geometry again




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 11-16-2020 04:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's not Q3 but I'm working on two Diabotical levels with Conrad Justin.

Attachment:
cityy+c_justin.jpg
cityy+c_justin.jpg [ 854.85 KB | Viewed 680 times ]



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2220
PostPosted: 11-17-2020 03:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


Everyone is doing these japanese themes! That looks really nice. Nice colors.



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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 11-18-2020 02:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


Quote:
Everyone is doing these japanese themes! That looks really nice. Nice colors.


Yea but it was only a decision to a limited extent as the game does not support custom assets at this point so we were kind of bound to go with what it offers in terms of props and textures. :(



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Recruit
Recruit
Joined: 27 Jun 2021
Posts: 7
PostPosted: 06-27-2021 03:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


Bacon wrote:



Dear Bacon. I hope you can finish Guts q3 model in the future, to commemorate Miura.
:(




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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1254
PostPosted: 07-13-2021 03:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


I am, still working on weight paint though. Had to restart when I found a better model.



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Recruit
Recruit
Joined: 27 Jun 2021
Posts: 7
PostPosted: 07-20-2021 04:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good to hear!

Is polycount ok for engine?




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visual prowess
visual prowess
Joined: 30 Jul 2004
Posts: 1254
PostPosted: 07-21-2021 12:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Daikatan wrote:
Good to hear!

Is polycount ok for engine?


Should be fine. I have done one before with 16k tris and it loaded fine. Worst comes to worst I can just make it a bit lower.



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visual prowess
visual prowess
Joined: 30 Jul 2004
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PostPosted: 01-03-2022 09:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


So using groups I guess you can make models any poly count you want in vanilla :question:



MD3 documentation says max of 16 groups but this has almost 30, wonder what the max polycount the game would load? :shrug:

Edit: Once models get this complex, motion captured skeletons are out of the question I guess. Resulting md3 with ~2000 frames of animation resulted in a 580 mb md3 and needs hunk/zonemegs set to at least 1024 (Blender used 21.7 GB of RAM as well to export lol) I guess for higher poly just regular hand made animation is better, so the limiting factor is probably frames. Dayum shame.



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Last edited by Bacon on 11-23-2023 08:57 AM, edited 1 time in total.

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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 297
PostPosted: 01-22-2023 07:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


Started an extended version of my CTF conversion of q3dm4 a few weeks ago.

Featuring some additional ledges, leading from the flagroom to the maps center. Including a lot new jumppads and a double teleporter, to change the sides in the bases quickly.











I'm also going to make a deathmatch version. Stealing some of the stuff from the QL version of q3dm4. (Eviscerated) Like the new upper connection with the jumppad. :D



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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44127
PostPosted: 01-22-2023 10:25 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Judging purely from the screenshots, maybe you could make it a bit more clear what color base you're in. Add more red/blue accents.




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 297
PostPosted: 01-22-2023 10:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Judging purely from the screenshots, maybe you could make it a bit more clear what color base you're in. Add more red/blue accents.

Thats because the screenshots showing the red base only atm. ;) If everything fits so far I'm going to copy the new stuff over to the blue side too.



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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 297
PostPosted: 02-02-2023 03:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Layout for the CTF version so far:


I'm going to make red and blue jumppads for the bases and only keep the 2 in the center yellow. (screenshot already updated)



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Etile
Etile
Joined: 19 Nov 2003
Posts: 34895
PostPosted: 02-09-2023 11:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


why not make the two in the middle purple?




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