Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: Screenshots

Post by spookmineer »

In Elite Force (Q3 engined game) there are lots of those maps, some better than others. Personally I think the fun wears off fast (mappers try to exactly copy the spaceship and the result is rather bland without that much detail), it's just another corridor after corridor map.

This map might miss some textures, I haven't tried it, but at least it loads into Q3 straight away: Enterprise (first example I found, don't know if it's the best).
fKd
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Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: Screenshots

Post by fKd »

@anthum - indeed it is a little doodle. felt like having a play

@plan b - yup, clipping brushes will be the answer to spaz bot issues.

not sure if im gonna make it a full scale map. it was more a test of spaces and gameplay. ill post a link to the map after work. ive thrown in some items and made it a wee 1 v 1 dm map just for fun while i build it up... would prolly end up being the central room for a ctf...
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Found a little time to monkey around with my "engine" some today - working on getting some lighting in place. Phong ftw!

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/phong.jpg[/lvlshot]
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

Enterprise: yes, i would like a map that make me say: "that's it, i'm in the movie". Can someone beam us up this kind of map ?

---------

Me want this:

Image
Image
Image
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Eraser
Posts: 19175
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

It's a 9 man team working on that game. Pretty amazing isn't it? They kept development time down by reusing assets in ingenious ways. Even some of the weapons from the mechs are re-used as geometry in the buildings.
j3st3r
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Joined: Fri Oct 01, 2010 11:02 pm

Re: Screenshots

Post by j3st3r »

What game is that? Looks amazing!
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

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]
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Photoshop 3D texture painting is pretty awesome (just have to make sure your uvw's are perfect or you'll get massive headaches).

Image
[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]
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

CS5 :tear: I want it too... I have not explored 3D in Ps yet :dork:
snt
Posts: 8
Joined: Sat Oct 23, 2010 11:57 am

Re: Screenshots

Post by snt »

Dow.. Buy it! It isn't really expensive, just US$999 (705.7 €) !
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

snt - very funny :) It is about three quarters of average salary in my country. And some student license is not much less expensive.
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Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Screenshots

Post by Theftbot »

Projection painting in blender is very powerful too!
Rav3n
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Joined: Sat Mar 12, 2011 7:50 pm

Re: Screenshots

Post by Rav3n »

You can find CS5 on amazon for around 350$ thought CS4 extended has that 3D thing too and it's price should be a lot lower.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Rav3n, are you the same raven who used to post here (Ford, is that you and why aren't you using your old account)?
Edit: nevermind, read your other thread, I guess not.

I've found CS4/CS5 3D a little strange when painting fine line details, I think it's filtering the result in rather unsatisfactory ways. I've compensated by either painting on a much higher resolution textures and downsampling or by doing the finer details in 2D mode. It's great for blocking in larger swabs of colour as it takes care of texture stretching and painting across seams but it does a level of cleaning up afterward.
[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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Eraser
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Re: Screenshots

Post by Eraser »

Is Adobe Photoshop CS5 64-bit only as well? Adobe Premiere CS5 is 64-bit only and Adobe's suggestion to people who have a 32-bit system and want to run CS5 is upgrading to a 64-bit system :dork:
spirit_
Posts: 47
Joined: Fri Dec 10, 2010 2:29 pm

Re: Screenshots

Post by spirit_ »

They're getting a tiny bit megalomaniac over there at Adobe it seems, lol.
[url=http://maps.rcmd.org]my FPS maps[/url]
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Eraser
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Re: Screenshots

Post by Eraser »

Getting? They're way past that point already.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

There is both 32 and 64-bit versions.
[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]
Plan B
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Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Forgive my ignorance, but this whole 3D texture painting on models in a paint program is new to me.
How does that work? Do you actually import the model into the paint app, turn it so the face you want to paint is in a 2D plane, and lets you do your thing?

The whole UWV-unwrap is one of the reasons I never really got into modelling, so that'd be good news to me.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Once you have your object modeled, you have to apply UVW coordinates to the mesh so it knows how to apply the texture to the surface. Radiant does a simple box projection map onto brushes and you can do this just as easily in a modelling program, it's just that models with non-box shapes require something a little more precise. I usually start laying out UVWs with very simple box, cylindrical or other mapping coordinates to get the overall texture placed, and then fine tune it later. Point is, the process is only as complicated as you need it to be and for many things it's actually really simple.

Once you get the whole thing mapped and ready, you can then import the model into Photoshop CS4/5 and start painting directly onto the model's diffuse channel. New tools exist to rotate the model and hide certain surfaces.
[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]
Plan B
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Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

I read your post, but still don't fully understand, and feel like a complete retard.
Got some free time this weekend, and will delve into this shit to at least know wtf I'm talking about :)
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

Mapping very slowly these days, but still going:

[lvlshot]http://www.leveldk.co.uk/images/dk_screens/dkd1.jpg[/lvlshot]
[lvlshot]http://www.leveldk.co.uk/images/dk_screens/dkd2.jpg[/lvlshot]
+JuggerNaut+
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Re: Screenshots

Post by +JuggerNaut+ »

^delicious.
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seremtan
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Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

nice :up:

there's a kind of steampunkish vibe to it
dONKEY
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Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

Steam Punk dystopia is pretty much where I've been going with this.
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