Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Plan B
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Re: Screenshots

Post by Plan B »

Cute, for sure.
But does it serve any purpose?
Martinus
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Re: Screenshots

Post by Martinus »

yyyyyep, it will.
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goldenboy
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Re: Screenshots

Post by goldenboy »

[lvlshot]http://spawnhost.files.wordpress.com/2013/09/fte00177.jpg[/lvlshot]

Bunch of ASE assets in a testmap. I'm exporting from Blender, the biggest mesh I've put in the game is 2,500 polies.

Has anyone ever noticed that the ASE exporter doesn't like random polies and distorts the texture on them until you flip the edge inside that quad? :ducky:

Also, has anyone had ASE models lightmapped by q3map2 *despite* not setting spawnflag 4? I couldn't get it vertex lit until I put another model using the same texture in the level :eek:
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Theftbot
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Re: Screenshots

Post by Theftbot »

What blender ver. you using?
goldenboy
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Re: Screenshots

Post by goldenboy »

Theftbot wrote:What blender ver. you using?
2.68a.
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Theftbot
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Re: Screenshots

Post by Theftbot »

HRM im still using 2.49's exporter!
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Bacon
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Re: Screenshots

Post by Bacon »

Perfect Dark -> Blender -> OBJ -> OBJ2MAP

Complete with inefficient and unnecessary extra brushwork

[lvlshot]http://img.bacon.ms/radiant34.jpg[/lvlshot]
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D-Meat
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Re: Screenshots

Post by D-Meat »

getting your OBJ to an ASE or an MD3 would make things cleaner in radiant :) But I don't know if you'll have to build a collision mesh after that or not ...

Nice job :)
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Bacon
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Re: Screenshots

Post by Bacon »

I just tried it and yeah, you need to build clip brushes everywhere manually. :mad:

I'm content with this way now anyways.
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D-Meat
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Re: Screenshots

Post by D-Meat »

I don't know what I'm doing...

Image
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obsidian
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Re: Screenshots

Post by obsidian »

Looking at the preview pic, I thought it was a baby stroller with knobbly wheels. Whatever kind of vehicle it is, it looks cool. I recommend adding a few details so that you can imagine some sense of scale. Maybe some kind of hatch, ladder or other details that would suggest a person's size relative to the vehicle. The turret could use a little work too, take a look at some reference photos of tank barrels, they aren't basic cylinders like that. It's a good start though, I like the crazy skinny stilts and massive wheels - gives it an almost surreal cartoon like feel.
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D-Meat
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Re: Screenshots

Post by D-Meat »

I allready added more details and started working on materials :) I also prepared an environment that I'll use in the final shot :)
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Infernis
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Re: Screenshots

Post by Infernis »

It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of 'Seir' suggestions. More computers, pipes, rocks, more open, etc.

Image

Image
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D-Meat
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Re: Screenshots

Post by D-Meat »

cool :)
I would try to add a "transition" piece where the pipes enter the rock, and making the cliff more irregular would make it more interresting (maybe higher one side or one corner ?). Also adding some rust leaks with some decals or having some blending with a second rock texture would make it look more natural :)
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seremtan
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Re: Screenshots

Post by seremtan »

D-Meat wrote:I don't know what I'm doing...

Image
that tread looks like the fasteners on a duffel coat

Image

just sayin
obsidian
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Re: Screenshots

Post by obsidian »

[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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seremtan
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Re: Screenshots

Post by seremtan »

nice. useful for parallel parking
WendyB
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Re: Screenshots

Post by WendyB »

I started on a new skin for Mynx. :D

Image

Image

I blew up the texture for clarity's sake. The actual resolution I'm painting at is 256x128. The weird stretchy part you see on the flat texture is an unwrapping error that I worked around with 3d painting.
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obsidian
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Re: Screenshots

Post by obsidian »

Nice! You could go for the Molly Millions kind of look if you add a shiny environment mapped surface to her glasses and give her some nails.


Image
[lvlshot]http://fc03.deviantart.net/fs70/f/2013/227/e/4/molly_millions_by_ewalabak-d6i9b3h.jpg[/lvlshot]
[lvlshot]http://fc03.deviantart.net/fs70/i/2010/087/f/7/Molly_Millions_by_AspectusFuturus.jpg[/lvlshot]
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WendyB
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Re: Screenshots

Post by WendyB »

Thanks for the reference! I haven't quite decided yet what to do with the costume design, so I will have to experiment for a bit.
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Pext
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Re: Screenshots

Post by Pext »

looks like a matrix ripoff...
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Eraser
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Re: Screenshots

Post by Eraser »

Exactly the other way around. She first appeared in a story published in 1981. So there you go.
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Theftbot
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Re: Screenshots

Post by Theftbot »

Dolly Parton's evil nemesis
Pext
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Re: Screenshots

Post by Pext »

Eraser wrote:So there you go.
... :rolleyes: :smirk:
sst13
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Re: Screenshots

Post by sst13 »

Inspired by Infernis screenshots, I continued to work on my 4 year old remake of E1M1 for Quake3.
Making the details atm, lighting is yet very basic...

Image

Screenshot shows the pathway where you can find the Quad Damage in the original. The hidden elevator is replaced by two crates.

Edit: View of the other side. Entrance of the Base - no exploding crate yet. :D

Image
Last edited by sst13 on Sat Nov 16, 2013 10:48 pm, edited 1 time in total.
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