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Topic Starter Topic: Re: Screenshots

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 02-08-2013 07:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Are you using caulk between brushes and converting it all to detail? Could significantly improve performance with that alone.



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Insane Quaker
Insane Quaker
Joined: 06 Nov 2011
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PostPosted: 02-08-2013 08:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Only the top faces are textured, and everything is detail. I honestly don't know what the hell vis is for, but I tried calculating vis with no optimisations, and it took around 8 hours (28976 seconds). That was fun... after that, I ran out of ram on the light stage. Q3map literally needed 28mb more memory to compile.

Some other time, some other place, I'll ask and learn about optimisations, but this is for SCREENSHOTS =D

I'm going to try and get a friend's remote compiler setup working, because he has some badass servers that could compile this map quite fast. 16 cores and endless ram.... one can dream.

EDIT: I don't know what you guys are talking about smoothing, but I can say that I only get 10fps when I hover above the map so every brush is rendered. Most of the rest of the map hovers between 60-100, with some trouble spots being around 40.




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Mercenary
Mercenary
Joined: 07 Sep 2009
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PostPosted: 02-08-2013 09:36 PM           Profile Send private message  E-mail  Edit post Reply with quote


try some phong shading, shit looks ugly like ur face.



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 02-08-2013 09:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Smoothing/Phong shading are interchangeable terms. Using it and your terrain won't look so faceted.

Are you sure the entire terrain mesh is converted to detail brushes? It should take no more than a few seconds to compile the -vis stage if all you have is a structural box.



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Insane Quaker
Insane Quaker
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PostPosted: 02-08-2013 10:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


I've never gotten Phong shading working properly. I tried it on a few terrain maps, but nothing ever happened.




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Theftbot
Theftbot
Joined: 07 Oct 2009
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PostPosted: 02-08-2013 11:39 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
Posts: 341
PostPosted: 02-16-2013 08:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


For a recent df movie project I am rebuilding some maps with other level designers from the community. Here is my attempt for one map:

before_1
after_1

before_editor
before_2
after_2

before_3
after_3




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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 02-16-2013 11:30 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Nice, but before/after screenshots usually work best if you take screenshots in exactly the same location. In all honesty, I'm not seeing the relation between each before/after pair.




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Mercenary
Mercenary
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PostPosted: 02-17-2013 02:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


some more before/after












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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 02-19-2013 01:18 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Colour... In OverDose...? Whatever next...?







Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...




Last edited by o'dium on 02-22-2013 09:15 AM, edited 1 time in total.

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Cool #9
Cool #9
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PostPosted: 02-20-2013 12:18 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Looking good o'dium. What's the source of the red light though? The lamp above the doorway? Because that looks like it's emitting a much more yellowish light (and wouldn't cast light like that on the door itself).




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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 02-20-2013 02:30 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh for... Latest build changed flares and I forgot, so the red flare is the wrong colour above the door... How did I not see this.......




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foolproof
foolproof
Joined: 11 Jan 2001
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PostPosted: 02-20-2013 10:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Team Blur.
Dick teasing est. 2002.

(Looking good though ;) )




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The Afflicted
The Afflicted
Joined: 14 Oct 2001
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PostPosted: 02-21-2013 05:38 PM           Profile Send private message  E-mail  Edit post Reply with quote


Not mapped for awhile, did some doodling this morning:
Image




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 02-21-2013 07:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


That most certainly is more than just a little doodle, sir. Is that Q3? Pretty lightmaps make me happy.



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Glayven?
Glayven?
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PostPosted: 02-21-2013 07:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Colour... In OverDose...? Whatever next...?







Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...


Nice. :up:




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The Afflicted
The Afflicted
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PostPosted: 02-21-2013 09:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)




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Insane Quaker
Insane Quaker
Joined: 06 Nov 2011
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PostPosted: 02-21-2013 11:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)

We should team up and make some really over-the-top levels :D




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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
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PostPosted: 02-22-2013 06:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)


Is there a summarized thread/post of all this? :D




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Boink!
Boink!
Joined: 19 Apr 2003
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PostPosted: 02-22-2013 01:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
Not mapped for awhile, did some doodling this morning:
Image


Nice shadow detail there... interesting design, looks almost Steampunk-ish.




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I'm the dude!
I'm the dude!
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PostPosted: 02-22-2013 07:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


I think it looks more like the inside of a zeppelin. Needs a mooring tower.



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The Afflicted
The Afflicted
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PostPosted: 02-22-2013 08:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


I had no idea at all where I was going to be honest. I was thinking along the lines of an arboretum I think when I was messing about with the roof.
@^ghost, it just occurred to me, that's my textures from my (other) steampunk level, quake3 steam arena :)




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Elite
Elite
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PostPosted: 02-27-2013 06:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Some nice shots on this page. Props folks :up:




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Gibblet
Gibblet
Joined: 19 Jan 2012
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PostPosted: 02-28-2013 12:44 PM           Profile Send private message  E-mail  Edit post Reply with quote


Why don't i embarrass myself a little with a couple of screenshots of my WiP.




Attachments:
shot0219.jpg
shot0219.jpg [ 230.99 KB | Viewed 438 times ]
shot0220.jpg
shot0220.jpg [ 233.08 KB | Viewed 383 times ]
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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
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PostPosted: 02-28-2013 12:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


Glass/mirrors tends to break radially and spiderweb or crack laterally.

I like the lighting and specular. What game is this for?



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Gibblet
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PostPosted: 02-28-2013 12:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
Glass/mirrors tends to break radially and spiderweb or crack laterally.

Yeah it looks kinda bullshitty, gotta fix it. Thanks :)
It's for urban terror, this is actually the updated fstech1 engine, so it supports VBO and normal mapping.




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Gibblet
Gibblet
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PostPosted: 03-03-2013 11:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


I've taken your advice and kinda fixed the mirror glass, replaced the geometry with a texture of broken glass.
Looks a bit better than before. Bench is in there just to test it and see how it looks like ingame.




Attachments:
shot0224.jpg
shot0224.jpg [ 235.75 KB | Viewed 382 times ]
shot0223.jpg
shot0223.jpg [ 246.03 KB | Viewed 366 times ]
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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
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PostPosted: 03-11-2013 11:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


Metal on:




Attachments:
hand_2.jpg
hand_2.jpg [ 197.54 KB | Viewed 359 times ]
hand_1.jpg
hand_1.jpg [ 141.68 KB | Viewed 370 times ]
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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 03-12-2013 12:14 AM           Profile   Send private message  E-mail  Edit post Reply with quote


lol that's awesome. Didn't even notice the gesture until I saw the second screenshot.

What's all the red text on there by the way?




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Insane Quaker
Insane Quaker
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PostPosted: 03-12-2013 05:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
What's all the red text on there by the way?


It's my phong editor texture for the rock material. Normally I put a text onto shader effected stuff, also e.g. adding an arrow for moving stuff such as the beams from the sfx folder.




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
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PostPosted: 03-28-2013 02:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Started texturing these days. Theme will be some kind of "concrete & rusty steel hammerd into flesh". >:D





Some more:
http://sst13.net/pics/13head12.jpg
http://sst13.net/pics/13head13.jpg
http://sst13.net/pics/13head14.jpg
http://sst13.net/pics/13head15.jpg



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Last edited by AEon on 03-29-2013 12:26 AM, edited 1 time in total.Reason: lvlshot'ed the suckers

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Theftbot
Theftbot
Joined: 07 Oct 2009
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PostPosted: 03-28-2013 11:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


Don't show LawL them goatsee like teleporters!




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Boink!
Boink!
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PostPosted: 03-29-2013 12:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


sst13 wrote:

I like both shots and this one.

About shot: Be sure to add some form of "bridging" to the TP, the two gaps in the floor between stairs and TP will not let bots navigate the "jumping".

The roundish edgy design is really nice, and the white, red, and orange contrast well against the pretty drab crete look. Hope you will be able to add more *rust* or some other strong texture (e.g. dark wood) to make the maps less depressingly drab. A more "happy" blue sunny skybox would also help. Designs are cool anyway. Hoping to get something to beta test soon :)... oh, please make this a Q3 DM map, CTF no likey and Quake Like no likey either :toothy:




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Etile
Etile
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PostPosted: 03-29-2013 05:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot wrote:
Don't show LawL them goatsee like teleporters!


as if LawL actually browses LEM




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surfaceparm nomarks
surfaceparm nomarks
Joined: 10 Aug 2009
Posts: 1018
PostPosted: 03-29-2013 07:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


Very nice work sst13!



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