Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

seremtan wrote: then there's the loose floor tile. hate to say it, but that's one of the oldest and most venerable of all Q3 mapping cliches, equalled in ubiquity only by the ceiling pipe and the crate pile
Youre soo damn right! I have to find some new nice gimmicks.
Thx! :)
Die Vitamine sind in der Dose gefangen!!!
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Crates will never die! >:E
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

AndyW: It may contain a few cliches, but it looks great just the same. A lot of improvements over the first screens you showed here. You will be a master level designer before you know it!


WIP of a little project I started the other night:
atst_2_together.jpg
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

Star Wars Time! :up:
Thx phantazm11. We will see... ;)

Did a jumper with Socks set and 6 small stock textures tonight.
[lvlshot]http://i.imgur.com/IEnXaXN.jpg[/lvlshot]

EDIT:
Shit, just saw that the jumper looks a bit like the jumper in corrosion... That was not my plan!
:paranoid:
Die Vitamine sind in der Dose gefangen!!!
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

Gateway test @ Good ol´Sock´s :)

[lvlshot]http://i.imgur.com/pub3oJe.jpg[/lvlshot]

I will do some prefabs for later maps till i find a nice layout.. so its hopefully not a waste of time! :)
By this way i also learn stuff about the scaling.
:idea:
Die Vitamine sind in der Dose gefangen!!!
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Nice Doorway AndyW.

Just about finished with the head of the At-St. A few more doodads and the right hand cannon to do then it is off to the body.
atst_5_top_together_q3w.jpg
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

Cool! Which Program do you use, 3DS Max?
I want to do some Map-Objects soon and dont know which software to use.
Die Vitamine sind in der Dose gefangen!!!
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Yeah, 3DS Max.
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

I want 3DS MAX too... And a new PC...
I think i have to rob a Bank! :alert: ;)
Die Vitamine sind in der Dose gefangen!!!
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Screenshots

Post by CZghost »

Well, start finding friends to do so with you ;) Like George Clooney :olo:
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

AndyW wrote:Gateway test @ Good ol´Sock´s :)
Oh my, I just remember my own super futuristic gates I've been working on for some fancy map for a Stargates style.
They were big, half glassy with 3 layers, triggering opening was just awesome process, all the details I put into it, all the sound effects synchronized with the open/close process was amazing, I regret I didnt record any video and put into my YT channel just for a preview as I planned to do an long time ago...until it was too late as I lost everything, except some old .map version of this map without any textures/sounds/scripts eh, such a waste :(

But you would be impressed how this looked like and was working, it really gave the map of the syfy feeling ^^
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Finally finished the head. :)

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/atst_head_both_together_zps1i3g3qko.jpg[/lvlshot]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Really impressive... I have a plastic model of the AT-ST somewhere collecting dust... and this really looks convincing.
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

Very cool! :up:
Do you want to add animations too?
Die Vitamine sind in der Dose gefangen!!!
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Thanks a lot guys. I wish I could say it was easy, but I've been learning as I go and have had to go back and redo a few things. It is getting more intuitive though, which is good!

I don't think I will be animating this as animation doesn't appeal to me much. That said, I have learned how to use parent-child connections to make models move correctly at joints using pivot points so I will be able to pose it correctly when I'm finished with it.
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Re: Screenshots

Post by A1yssa »

Hi all,
does q3 mapping still require a lot of compiling time?
I left mapping many years ago but now I'd like to restart something...I enjoyed q4 mapping becouse there was no compiling time :D
I suppose that I have to go back to make maps for q3l

thank you :)
AndyW
Posts: 848
Joined: Wed Mar 11, 2015 3:23 pm

Re: Screenshots

Post by AndyW »

A1yssa wrote:Hi all,
does q3 mapping still require a lot of compiling time?
No! Im running a Core2Duo@3Ghz with 4G Ram and all is fine. Things that may took Days to compile on my old AMD K6-2 350 with 128MB RAM (PC when Q3A came out) are now nailed down in a few seconds... If its a whole map maybe some minutes.
Die Vitamine sind in der Dose gefangen!!!
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Screenshots

Post by CZghost »

A1yssa: Quake 4 mapping have some compiling time, just it's a lot quicker than normal BSP compile as Quake 4 use directly the source editor map file. But the game engine can't reconstruct the map only from this source template, it needs to generate collision map, specularity map (based on materials) and bunch of AAS files to load bots (AI part of the game). Quake 3 needs basicaly only two map files: BSP for game level model, which contains geometry, collision map, lightmap and visibility map, and AAS, which is the same map adapted and visible only for bots. These are generated by q3map2 and bspc respectively. BSP is made from source file .MAP that is only for editor and AAS is made out of BSP. Then maybe it takes a little bit longer to compile Q3 map than Q4, but Q3 map has less hardware requirements than Q4 when it comes to play it. Q3 has static lighting (the lightmap), Q4 has dynamic, which requires a lot more videocard performance - so it will be more laggy than the same map in Q3 version on weaker systems...
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Re: Screenshots

Post by urgrund777 »

funny, I was going to ask the same thing... I remember back when I used Q3 engine a lot to make maps and all those BSP + lighting compile times... I remember making sure as much BSP was 'fake' or whatever the term was (to ignore it from BSP splitting) to help speed up just the geometry build time! good times! :)
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Yeah it's much faster these days, but pretty much only due to more raw processing speed of today's CPU's.
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Re: Screenshots

Post by A1yssa »

I lost the reply llol...
AndyW, CZghost, thank you for the reply. I saw beautiful maps here and I wanted to do mapping again...but it seems that all the hours spent learning how to do things are gone lol. I don't remember anything about mapping and unfortunately I don't have now the free time I had 5-8 years ago :(

I'll try to look at some old threads...

:)
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Almost finished with the body of the AT-ST. Please yell at me if I'm posting too many screenshots! :)
atst_body_together.jpg
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

There can never be enough screenshots :)

I have a hard time recognizing the "body" of the AT-ST though... hmmm... probably never looked at it in detail enough without "head" and "legs". Looking forward to the finished AT-ST.
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

looking at that, you can kind of see why the Empire lost: all the guns face forwards, meaning that the entire main body has to turn to fire at something. i can't remember if this involves shifting its legs around as well, but if it does that's a double facepalm :dts:
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Bullshit. The only reason the empire lost is because Darth Vader's feelings of parental responsibilities made him soft >:E
Post Reply