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Screenshots https://www.quake3world.com/forum/viewtopic.php?f=10&t=51 |
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Author: | sst13 [ 11-05-2014 08:39 AM ] |
Post subject: | Re: Screenshots |
All the talking about fonts... Now adding some serif styled supports, to break up the "generated" look a little bit. |
Author: | CZghost [ 11-05-2014 08:50 AM ] |
Post subject: | Re: Screenshots |
Wow, that's really cool Oh, can you please me tell, how did you make custom assets in Hypercube to appear only in this map? Does worldspawn have any special keys to do that job or is it just naming convencials? And is it possible to do this also for sounds? |
Author: | themuffinman [ 11-05-2014 10:15 AM ] |
Post subject: | Re: Screenshots |
If that's supposed to be a head then why not add some brain matter textures in the upper parts of the map, like this one: http://thumbs.dreamstime.com/z/brain-te ... 168692.jpg And if the level is a head then there should be an outside area at the front of it (the mouth as a door?) so players can see that... |
Author: | D-Meat [ 11-05-2014 04:02 PM ] |
Post subject: | Re: Screenshots |
sst13 wrote: Now adding some serif styled supports, to break up the "generated" look a little bit. Hehe Serifs are neat, and as a result, your architecture looks neat Damn, I can't stop thinking about NaissanceE. |
Author: | sst13 [ 11-07-2014 07:45 AM ] |
Post subject: | Re: Screenshots |
@CZghost: There's a shader remap function in Q3. http://robotrenegade.com/q3map2/docs/sh ... ities.html http://www.simonoc.com/pages/articles/trigshaders1.htm For example my cloud rocket explosion: Code: classname trigger_always spawnflags 1 targetShaderName rocketExplosion targetShaderNewName textures/13cube/_rocketexplosion For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker. I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip @themuffinman: Inside the head it's more like a metaphoric environment. So there's no brain. The idea to make the mouth or nose a doorway is nice! But the map is only located in the upper part of the head. The way to the mouth and outside would be too long. I think I make the outside area some kind of secret. Or visible in intermission screen and spectator. |
Author: | CZghost [ 11-07-2014 09:11 AM ] |
Post subject: | Re: Screenshots |
sst13 wrote: There's a shader remap function in Q3. For sounds you can only use a small hack to silence func_door or func_button entities. Then attach a new sound with a target_speaker. I've done this in 13hive with the pillar lift. A sample map can be found here: http://sst13.de/dev/noiseless-button.zip Wow, now I understand I though that shader remmaping can be used only for textures bringed to the map, not every shader used. That's incredible, will try experiments So the noiseless button/door/plat is made off separated brushes in separated spaces, but in identical entity so the noise will appear outside of the map, right? Good one As for the head, it might be considered spectator easter egg? Please, make it also for players, maybe some hidden teleport that sends player to some kind of floating platform in outside area and face teleexit to the head's face Also make an exit from the platform back to the map so I will be able to continue in playing |
Author: | CZghost [ 11-08-2014 09:12 AM ] |
Post subject: | Re: Screenshots |
Oh when do you plan to release hour head, sst? It looks so nice my fingers are shaking to play the map |
Author: | Pat Howard [ 11-21-2014 12:48 PM ] |
Post subject: | Re: Screenshots |
WIP screen for my mapcore competition map. more info here |
Author: | Theftbot [ 11-21-2014 09:11 PM ] |
Post subject: | Re: Screenshots |
might have to source other textures-I dont think e8 is QL friendly! |
Author: | Pat Howard [ 11-22-2014 07:11 AM ] |
Post subject: | Re: Screenshots |
thx for the heads up. the competition does not require the map be compatible for quake live though. i would like it to be compatible if id decides to pick it up, but the competition is too far along to worry about that now. how do you know which textures can be used? i'm assuming it's an issue of licensing, right? |
Author: | Pat Howard [ 11-23-2014 07:03 PM ] |
Post subject: | Re: Screenshots |
Author: | phantazm11 [ 11-29-2014 09:47 PM ] |
Post subject: | Re: Screenshots |
Quick screenshot of my map for the Mapcore Quake 3 level design contest, which is wrapping up on the 3rd: |
Author: | KittenIgnition [ 11-30-2014 01:40 AM ] |
Post subject: | Re: Screenshots |
Daaaamn phant that's quite a screenshot! |
Author: | seremtan [ 11-30-2014 04:54 AM ] |
Post subject: | Re: Screenshots |
sad geometry is sad |
Author: | CZghost [ 11-30-2014 06:14 AM ] |
Post subject: | Re: Screenshots |
Author: | phantazm11 [ 11-30-2014 08:57 AM ] |
Post subject: | Re: Screenshots |
Haha You know I'm going to have to change that now, don't you??? And, thanks KittenIgnition! |
Author: | Hipshot [ 12-03-2014 11:41 PM ] |
Post subject: | Re: Screenshots |
My new venture after hammerwatch |
Author: | Theftbot [ 12-04-2014 01:11 AM ] |
Post subject: | Re: Screenshots |
lol q1 powerup |
Author: | obsidian [ 12-04-2014 08:41 PM ] |
Post subject: | Re: Screenshots |
Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told. |
Author: | cityy [ 12-05-2014 12:20 AM ] |
Post subject: | Re: Screenshots |
Phantazm11 wrote: Speaking of burdens, I have this one map of ours...I think you will like the direction I'm taking it...like nothing really ever seen in Quake before... Can't wait to see what you are coming up with! Obsidian wrote: Are those wagon wheels finally round? Square wheels don't work quite as well, I'm told. Yes, they should be!!! |
Author: | Hipshot [ 12-05-2014 12:44 AM ] |
Post subject: | Re: Screenshots |
I took a look at the level Cit, look good a solid release, I'm also gonna see if I can play it this lunch. However, the wagon wheels might be round, but that's not even close to a perfect circle =) That must be one hell of a bumpy ride. |
Author: | phantazm11 [ 12-05-2014 07:30 PM ] |
Post subject: | Re: Screenshots |
A few more screenshots from my latest map, Geotechnic (for the Mapcore Quake 3 Anniversary contest): |
Author: | AEon [ 12-06-2014 12:38 AM ] |
Post subject: | Re: Screenshots |
That looks rather neat. Love the rounded pit in the first shot, and the rounded off roof of the second shot. Really nice designs. |
Author: | CZghost [ 12-06-2014 02:17 AM ] |
Post subject: | Re: Screenshots |
@phantazm11: Another sad geometry? |
Author: | Pat Howard [ 12-06-2014 10:20 AM ] |
Post subject: | Re: Screenshots |
i think the stress of an impending deadline put phant in a very dark place emotionally while he was making this map |
Author: | AEon [ 12-11-2014 03:26 AM ] |
Post subject: | Re: Screenshots |
Fjoggs, I really love the brushwork... makes me wonder why this was not done in Radiant ages ago... maybe the "difficulty" to getting it done in Reflex is the motivator? With the map converter working and the full power of GTKradiant now at the tips of our finger... muhaha... to create maps for Reflex that is... the geometric detail should pretty soon ramp up. Much like I did for AEdm7r, you may also be getting tears in your eyes, reflecting on the amount of work it was to create such brush detail only using Reflex. |
Author: | Eraser [ 12-11-2014 04:20 AM ] |
Post subject: | Re: Screenshots |
Wait, are you saying you can create Reflex maps with GtkRadiant? edit: oh nevermind, just saw your q3 reflex map converter post |
Author: | Castle [ 12-11-2014 11:22 AM ] |
Post subject: | Re: Screenshots |
Man that's awesome to have the patience to do brush work like that in Reflex. What Reflex really needs right now, outside of a rotation widget, would be hierarchical instancing and the ability to bring in static meshes. While I can definitely see it being nice to use GTKR I really just cant bring myself to do that. |
Author: | AEon [ 12-11-2014 11:34 AM ] |
Post subject: | Re: Screenshots |
Castle, you need to build a larger map, and then find out 30% needs to be moved... "feel the pain" I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs. |
Author: | Fjoggs [ 12-11-2014 02:37 PM ] |
Post subject: | Re: Screenshots |
Optimize everything! Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. |
Author: | Castle [ 12-11-2014 04:02 PM ] |
Post subject: | Re: Screenshots |
AEon wrote: Castle, you need to build a larger map, and then find out 30% needs to be moved... "feel the pain" I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs. Oh yeah I can definitely see it being a major pain to have to move big chunks of a level around. Though allowing me to select multiple brushes at once in addition to having hierarchical instancing I think would do a heck of a lot in the way of addressing this problem. Fjoggs wrote: Optimize everything! Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. I am very interested in the development of this toolset as it really has a ton of potential. |
Author: | nitin77 [ 12-12-2014 05:01 PM ] |
Post subject: | Re: Screenshots |
phantazm's map along with q3gwdm2 should be the contender for the main prizes in the mapcore contest IMHO. Amazing maps looks + gameplay wise. |
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