Screenshots

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

Post by cityy »

Explain that to me. You can use UDK to make a level without using an actual game?! But where do the materials and props come from?
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ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

...google->udk->hiperlink (4 seconds of work) ;)

UDK is free UE3 engine distribution, and comes with basic pack of assets, like materials and some static meshes.
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cityy
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Re: Screenshots

Post by cityy »

I googled it and found:
UDK is Unreal Engine 3 – a complete professional development framework. All the tools you need to create great games, advanced visualizations and detailed 3D simulations on the PC and iOS. The best tools in the industry are in your hands.
http://www.udk.com/
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obsidian
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Re: Screenshots

Post by obsidian »

Germans lost both wars because they failed at the google. Immajustsayin. :owned:
[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]
cityy
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Re: Screenshots

Post by cityy »

Was just stating the reason for my confusion. No need to hate Obsidian. :dork:
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Noruen
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Re: Screenshots

Post by Noruen »

Guys guys, let it be :)
themuffinman
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Re: Screenshots

Post by themuffinman »

The terrain looks incredible.

UE3... FOR FREE!!!?? :O

I gotta get me that! I hope the level design isn't the same hollow design nonsense like in earlier Unreals.
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

themuffinman wrote:The terrain looks incredible.

UE3... FOR FREE!!!?? :O

I gotta get me that! I hope the level design isn't the same hollow design nonsense like in earlier Unreals.
iirc UE3 is capable of using .bsps, (additive geometry) as opposed to normal, subtractive geometry.

BTW ShadoW, my jaw almost hit the ground when I saw that. I`m taking away your coffee now, no more Starbucks for you!
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^Ghost
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Re: Screenshots

Post by ^Ghost »

details!

[lvlshot]http://img191.imageshack.us/img191/3143/shot0016p.jpg[/lvlshot]

u cant get to this are, so i didnt go crazy with it
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
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seremtan
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Re: Screenshots

Post by seremtan »

obsidian wrote:Germans lost both wars because they failed at the google. Immajustsayin. :owned:
oh yeah?
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seremtan
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Re: Screenshots

Post by seremtan »

^Ghost wrote:slowly gettin stuff done.
[lvlshot]http://img14.imageshack.us/img14/8233/shot0054p.jpg[/lvlshot]
nice, but those bevelled edges do bad things to player collision detection
^Ghost
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Re: Screenshots

Post by ^Ghost »

its a defrag map
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
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ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

More udk.

Image

Image
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Hipshot
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Re: Screenshots

Post by Hipshot »

I always hated how UE3 displays light... you can argue that "you can do whatever you want, since it's so powerful" - but more or less no one does. It's very easy to spot something rendered in UE3.
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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seremtan
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Re: Screenshots

Post by seremtan »

true

that looks like something small seen close up rather than large seen far away, just because of the lighting
^Ghost
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Re: Screenshots

Post by ^Ghost »

^Ghost wrote:slowly gettin stuff done.
[lvlshot]http://img14.imageshack.us/img14/8233/shot0054p.jpg[/lvlshot]
I've released this map which you can find here http://q3a.ath.cx/map/ghost-sewers/ again its a defrag map. for those that don't know what defrag is you can watch this video
http://www.youtube.com/watch?v=DAjXCWHVJh8

how the hell do you embed youtube videos here
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
spirit_
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Re: Screenshots

Post by spirit_ »

@HipShot: I always wondered what it is that gives everything UT that ugly UT look & feel. Maybe you're right and it's the lighting. It's definitely about a feeling of scales and proportions. To me the whole game always looks like their character models in those battle suits if you know what I mean. Something's weird and wrong with it.

Nothing against your work, Shadow. I like that bridge. ;) The rocks and scenery reminds me of a mining planet similar to the one in Red Fraction Guerilla. :up:
[url=http://maps.rcmd.org]my FPS maps[/url]
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Image

Image
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Noruen
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Re: Screenshots

Post by Noruen »

I would like so much to know how to use UnrealEd :(
spirit_
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Re: Screenshots

Post by spirit_ »

Wow, that looks great!

@Peenyuh: Maybe, but I guess at least many of the mappers here do what I do when I start a map for the 1st time: run it without bots and just walk through it like a tourist. Without picmip and at full details, ofc. And one can even tell the difference in screen shots where moving too fast ain't an issue. Quake and Unreal have different styles and they always had them, that's for sure. Given a screenshot of any Unreal or Quake game most people here can tell from which game it is within a split second I guess.

I think you are correct when you're saying that Unreal is more of a fun (in the sense of casual) game. I actually used to play it with some friends when we were drunk from time to time. That vehicle + capture point mode of UT2003 is great fun! For playing 1vs1 the movement always felt to dull for me.
[url=http://maps.rcmd.org]my FPS maps[/url]
phantazm11
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Re: Screenshots

Post by phantazm11 »

I was bored, so I opened up Q4Radiant and started a little scene. WIP.

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Q4_scifi.jpg[/lvlshot]
Last edited by phantazm11 on Sun Mar 06, 2011 5:16 pm, edited 1 time in total.
phantazm11
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Re: Screenshots

Post by phantazm11 »

Image
Image
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Cool scene phant. Looks like a lost level from the Q4 single player mission. :)

Black Cathedral still remains a fun map even after many sessions of playing on it. It is a very popular map with the InstaFreeze community, we /callvote it all the time if the teams are huge. Just wish that I could also try it out in regular FT or any non-CA gametype, but barely anyone plays it. Also, why no team deathmatch support? With the room-corridor-room layout it has it might work okay. Also id software should`ve gave you proper credit for making the map. :up:
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o'dium
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Re: Screenshots

Post by o'dium »

I think you are all a bunch of toss pots who need to get making me some OverDose levels already to be fair... ;)

Also, new shizzle:

http://www.moddb.com/games/overdose/new ... nt-update5

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Hipshot
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Re: Screenshots

Post by Hipshot »

@ Odium, don't you think the player's a bit to small, or the props to large? Something there feels a bit odd... try and scale the player a bit?

And about all that other with Bonnebez, I actually think you can talk a bit, without being able to walk yourself. Somehow, it seems that you can like or dislike something without being able to create it yourself.
Maybe we restrict the LEM part if we can't have it that way. Ok, you don't have to do it in a rude or offensive manner...
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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