Screenshots

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

Post by sock »

@Noruen, the rspeeds are crazy high but that is expected. The first version is 27K and the second version is 40K due to all the extra detail. A large part of the rpseeds figure is overdraw and stuff that should be culled because it is behind huge pillars. There was no optimization done to the scene because I never expected the player to walk around it.

Here is some images showing the r_showtris to give a better impression of detail:
Image 1 - http://www.simonoc.com/images/design/ma ... 4_tris.jpg
Image 2 - http://www.simonoc.com/images/design/ma ... b_tris.jpg

I am not really prejudice against tech style, just that I have seen the style in so many modern games that I am bored with it. Most of my professional work is around military/tech themes and that has not helped my perception of the theme either. After a while it just blurs into one tech blob and there is only so many different ways you can see a room full of pipes and crates before they all look the same. I am not saying I will not like any tech theme ever again, but the screenshot will have to be mind blowing before I will make a comment. I can certainly appreciate the tech theme and understand the complexity it offers but my heart is never interested in it. Personally I find stone walls, creaky wooden floors and torchlight much more visually appealing.

@lightmill, most of the detail is cobwebs in bookshelves, dirt decals around all columns/doorways, webs around the window frames, webs across the ceiling/walls, dirt patches on the floor, a couple of carpets and particle effects on the torches. The extra detail is there but not overly obvious, I wanted it to be subtle.

@Mrlego, I got so many people complaining about the broken floor tiles, I just got rid of them. They needed to be broken better and have the right presentation and I think a dirt decal does it better. There certainly could be more clutter around the place, but the textures is the primary focus really. I also totally understand and agree on medieval styling over the modern look, far too much military stuff made nowadays.

@obsidian, I am glad you like it and the bee's knees is certainly a good expression, just like 'Those decals are the cats whiskers!'
EDIT: Spelling!
Well he was evil, but he did build alot of roads. - Gogglor
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Bliccer
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Re: Screenshots

Post by Bliccer »

I love the new lighting.
I don't know why, but it always feels as if it just not possible to create something "real" in the universe of Q3A. Except Hipshots small "city" level. And that one ate too much power.
Still... yours are looking realer than before, just because of the lighting, which, I guess, is distracting/destroying the black lines of the arches. *shaking head* unbelievable... and I still can't draw shadows on a paper.
Also I agree on the tech stuff... I like colored/natural maps more..
dONKEY
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Re: Screenshots

Post by dONKEY »

First area of my in-the-works EntityPlus map. Not a huge amount to see yet, but heading in an Indian Jones direction:

[lvlshot]http://www.leveldk.co.uk/ep/ep_1.jpg[/lvlshot]
obsidian
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Re: Screenshots

Post by obsidian »

^ Nice, but needs lost fedora.


I found a bug, but I kind of like the result. Very film-noir-esque.

[lvlshot]http://farm8.staticflickr.com/7184/6849192011_7e6f1639f7_b.jpg[/lvlshot]
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ailmanki
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Re: Screenshots

Post by ailmanki »

@sock
round pillars might look better. It looks like you had to save polygons - imo.
sock
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Re: Screenshots

Post by sock »

Start of a hi-res metal/concrete texture pack, no detail, just basic blocks at the moment.
[lvlshot]http://www.simonoc.com/images/design/maps_q3/indust1.jpg[/lvlshot]
Well he was evil, but he did build alot of roads. - Gogglor
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deqer
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Re: Screenshots

Post by deqer »

that looks really nice.
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

I like it. Has a Q1-base feel to it.
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Fjoggs
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Re: Screenshots

Post by Fjoggs »

So you finally caved in to the aura of q3w and went Tech? :D
tehSandwich
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Re: Screenshots

Post by tehSandwich »

I really want to use those, sock! I really do want!
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Re: Screenshots

Post by fKd »

:olo: @Fjoggs
sock
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Re: Screenshots

Post by sock »

@Fjoggs, I am still going to ignore the tech aura of the internet and I still believe you are all medieval heathens! I thought I would just post a screenshot here as things are going slow at the moment and to taunt all you techno metal heads that hang on mapping sites! ;) Long live bricks and mortar! :D
Well he was evil, but he did build alot of roads. - Gogglor
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lightmill
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Re: Screenshots

Post by lightmill »

Sock textures: I have some concerns. Not a big fan of those oversized rivets. I feel they are inappropriate for indoor panels. They would look in place at some bigger scale structures outdoors and trains or ships.
Panel surfaces and edges look rather undetailed and all you see are those huge frequent rivets, I would prefer it to be the other way around for more 'balanced' look.
Lamps look good. Floor is fine (hope there is a version w/o rivets :D )
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Eraser
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Re: Screenshots

Post by Eraser »

I like the riveted look. Makes it look heavy and clunky.
o'dium
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Re: Screenshots

Post by o'dium »

Ho ho hoooooooo...

Quick shot of the new main UI. The camera moves, the finger twitches, cock-a-roaches, flies etc buzz around, and when going to different areas of the UI the camera will switch to different scenes.

NOTE: No post processing is used here, including colour grading or depth of field.

[lvlshot]http://www.team-blur-games.com/odium/od_ui_main.png[/lvlshot]
DaEngineer
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Re: Screenshots

Post by DaEngineer »

Pretty cool. The only thing that looks a bit odd are the bones that stick out the arm while the arm looks cut off. I would either expect the bones to be cut as well, or the arm looking like been ripped off.
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cityy
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Re: Screenshots

Post by cityy »

Yea, I agree, that arm looks a bit weird. Maybe just make it a full corpse.
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o'dium
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Re: Screenshots

Post by o'dium »

Its supposed to be stylised. Making it a full corpse in a UI scene area thats supposed to be showing minimal would be a bit counter productive.

While I agree about the look at the end of the stump, I can't do too much there. I may be able to alpha fade it out some how so it looks torn, maybe break the bones off a bit more... But thats about it.

This is supposed to be a simple UI, not a totally in your face big scene. Its in real time don't forget.
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CZghost
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Re: Screenshots

Post by CZghost »

obsidian wrote:^ Nice, but needs lost fedora.


I found a bug, but I kind of like the result. Very film-noir-esque.

[lvlshot]http://farm8.staticflickr.com/7184/6849192011_7e6f1639f7_b.jpg[/lvlshot]
You have black&white 3D screen? Or it's edited in image editor?
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o'dium
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Re: Screenshots

Post by o'dium »

Ok changed the end of the arm so the bones look more broken and so the flesh looks torn rather than just smooth, which was a bit odd anyway.
obsidian
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Re: Screenshots

Post by obsidian »

It's a bug in a test build of GtkRadiant that rendered all textures in the viewport in gray scale.
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obsidian
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Re: Screenshots

Post by obsidian »

o'dium, you foobar'ed the upload. Besides, mind rescaling those so that it's not a HUGE .png file?
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o'dium
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Re: Screenshots

Post by o'dium »

Its a 1080p .png, pretty standard for a screenshot thread :p Can't be arsed to make a smaller image right now, maybe next week :p

Also, I haven't messed up the upload. Just refresh. You likely caught it while it was uploading.

(I kid... The smaller version for preview to the large is the same file with _small.png on the end, I just can't recall the code atm lol)
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CZghost
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Re: Screenshots

Post by CZghost »

OverDose is mix of IDT3 and IDT4 engine, i see...
[lvlshot]http://media.moddb.com/images/downloads/1/30/29667/tools_large.jpg[/lvlshot]

When will the first release avaible to download? Will it be free or have to pay?
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o'dium
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Re: Screenshots

Post by o'dium »

Erm, no? Its id tech 2 as a base, then over the years we added a few things from id tech 3. Theres no id tech 4 stuff in there, at least not in the way you likely think, such as lighting etc, which is all our own code.

I can't see how you got that from that old tools pic...? Materials are just renamed shaders from the Q3 era that we had in Quake II Evolved, and pk3 is just renamed .zip. .md5mesh ahs had code out for years, way before even the Q3 source came out.
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