Screenshots

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

Post by AndyW »

THX Guys , your opinion is very important to me!
I try to clip all the stuff and ad some Eyecandy...
BETA will be upped on 24.12.2015...
...THX to MaxPower, Hipshot, Phantasm11 and Cityy...
For keeping me goin on and motivation.
And THX to Martinus too, Man we had some strange problems. But that problems gave me a 100%boost to my own work!
Die Vitamine sind in der Dose gefangen!!!
AndyW
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Re: Screenshots

Post by AndyW »

[lvlshot]http://i.imgur.com/ztFdBpH.jpg[/lvlshot]

I had to fix alot of stuff but now its goin straight forward :arrow: :)
Started the detail & clipping Job.
Die Vitamine sind in der Dose gefangen!!!
phantazm11
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Re: Screenshots

Post by phantazm11 »

It has been a while! I made a quick little cave scene using custom assets in the last couple of days. Probably a little dark.

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/q3_cave_scene_zpsaewwdy9g.png[/lvlshot]
dONKEY
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Re: Screenshots

Post by dONKEY »

cityy
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Re: Screenshots

Post by cityy »

dONKEY wrote:It's a little dark on my crappy work monitor...what's not to love about cave models though!
Same here Tom!
dONKEY wrote: I've been doing some lunch time doodling:
<stuff>
This is one of my all time favorite texture sets! Do you plan on extending this into a release?
www.ferdinandlist.de/leveldesign
dONKEY
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Re: Screenshots

Post by dONKEY »

@City,
Yes I do.
I have an idea where I'm going...
phantazm11
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Re: Screenshots

Post by phantazm11 »

@dONKEY & cityy: Yeah, I might have to add some light at the end of the tunnel :P

@dONKEY: Looks smashing! Love those vertical walls.
phantazm11
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Re: Screenshots

Post by phantazm11 »

Last edited by AEon on Sat Feb 13, 2016 5:05 pm, edited 1 time in total.
Reason: lvlshot'ted the image.
dONKEY
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Re: Screenshots

Post by dONKEY »

Aha...
that looks cool. Very Wild hunt :)
How are you doing collision mapping with your models? I've done quite a lot of terrain sections that way now and I find the process of clipping meshes very troublesome. Idtech 4 is so much easier, where you can add a simplified collision hull to the mesh.
I'd be really interested in how your doing it.
phantazm11
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Re: Screenshots

Post by phantazm11 »

Well, I never really saw this going beyond just this little scenario. Mostly because of clipping. I would love to do an entire underground cave level for Q3, but unfortunately, I don't see how that is possible.
dONKEY
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Re: Screenshots

Post by dONKEY »

I've had some success with simplifying the mesh, then exporting as a .map, the trouble with that is the Blender export to map script wasn't great. Not sure if it's improved these days.
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Eraser
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Re: Screenshots

Post by Eraser »

Maybe I'm being too simple here, but isn't it enough to just roughly trace the model with a clip brush?


Looks great by the way
dONKEY
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Re: Screenshots

Post by dONKEY »

@Eraser..yes that's true. However with extensive non-axial meshes clipping becomes a real nightmare. Kat did it very well in 'Little Rock', so it's possible, but very tiresome in a large map. IIRC Kat's map was 1024x1024.
obsidian
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Re: Screenshots

Post by obsidian »

I think the ideal way to do it is to create the clips first, import into your modelling program, then build the stone around the clips. This ensures that the clips stays on the grid, while the model can stay close to the form of the clips.
[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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Theftbot
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Re: Screenshots

Post by Theftbot »

Just do it on grid in 3d modeling program!
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Hipshot
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Re: Screenshots

Post by Hipshot »

I think obsidians idea is better, cause even if you go grid in a modeling program, they don't have the same restrictions, not even close and even if you follow the grid, you might notice that some angles and whatnot just won't follow in radiant as brushes.
So, the reverse seems better, do the "shape" in radiant first, then tweak it when you build the terrain in max or whatever.
Last edited by Hipshot on Sat Feb 06, 2016 9:37 am, edited 1 time in total.
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
dONKEY
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Re: Screenshots

Post by dONKEY »

I think it depends. A mesh that is largely eye candy, that makes sense. Indeed, that is exactly the route I've followed. For meshes that make up playable areas, then issues can become more obvious. I guess there are limitations we have to accept.
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Hipshot
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Re: Screenshots

Post by Hipshot »

I *think* (can't remember) but at one time I worked with an invisible more simplified mesh as spawnflags 2, then only spawnflags 4 on the graphical mesh and ofc a more serious botclip around it all.
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
AndyW
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Re: Screenshots

Post by AndyW »

@phantazm11: That cave looks amazing!

Small update:
[lvlshot]http://i.imgur.com/8Rp3iGg.jpg[/lvlshot]
:arrow: Going crazy with tha Sock´s!

Now in Super-8 Video:
https://www.youtube.com/watch?v=ZsMHwTvDYqY
Die Vitamine sind in der Dose gefangen!!!
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Eraser
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Re: Screenshots

Post by Eraser »

Can't help myself :)
My first attempt at building Doom levels.

[lvlshot]http://i.imgur.com/u4Qpl1U.png[/lvlshot]

[lvlshot]http://i.imgur.com/nLhraep.png[/lvlshot]

[lvlshot]http://i.imgur.com/XJHi48t.png[/lvlshot]

[lvlshot]http://i.imgur.com/prE1gGH.png[/lvlshot]
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MKJ
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Re: Screenshots

Post by MKJ »

had fun with inverse linedefs yet?
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Eraser
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Re: Screenshots

Post by Eraser »

Not sure what you mean. Doom Builder 2 is quite clear about what the front and backsides of your linedefs are so I haven't ran into any trouble in that area yet. Or are there fancy tricks you can pull off somehow?
AndyW
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Re: Screenshots

Post by AndyW »

@Eraser: Cool! :)
Its a bit strange to go back to a "non-polygon" engine -isn't it? Id played around with DEU & DeeP back in the 90´s (D3D Build too) and then there was Quake 2... :)
Die Vitamine sind in der Dose gefangen!!!
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MKJ
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Re: Screenshots

Post by MKJ »

Eraser wrote:Not sure what you mean. Doom Builder 2 is quite clear about what the front and backsides of your linedefs are so I haven't ran into any trouble in that area yet. Or are there fancy tricks you can pull off somehow?
Walkthrough walls and triggers based on movement. But mostly, as your map gets bigger and more complex it gets a bit messy to keep track of their sides.
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Hipshot
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Re: Screenshots

Post by Hipshot »

[quote="Eraser"][/quote]

Cool, I started myself a few weeks ago, it's been like 19 years since I did a doom level haha =D
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
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