Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
ScrotcH'
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Joined: Tue May 24, 2005 4:29 pm

Post by ScrotcH' »

Doing a lil retro work for new maps execution sequence (Jailbreak). Mostly all photoshop at this point, but it is a shot taken of the shader in Q3 after compile.

[lvlshot]http://www.planetquake.com/bkp/scrotch/nex1.jpg[/lvlshot]
o'dium
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Post by o'dium »

WOO! PAINTED LIGHTMAPS! GOD I MISSED MAKING THOSE!!!

Bloody normal maps :icon33: :icon33: :icon33: :icon32:
o'dium
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Post by o'dium »

If they are normal mapped you should still bake a little lighting onto them, not much, just a tad. But no lighting, as thats done on the specular map.
o'dium
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Post by o'dium »

You cant limit lighting, because the specular stage is just as important as the local.

To be honest, you need to look at remaking the texture fram scratch most times, so that the specular stage contains little details that both the diffuse and local map lack. Thats the whole point of the set, they work with each other to provide fake depth.
Last edited by o'dium on Thu Jun 30, 2005 7:32 am, edited 1 time in total.
o'dium
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Post by o'dium »

Here is an example set for my floor. Notice how the specular contains not only the height and shine data of the diffuse and local, but also its own data?

Image

Image

Image
o'dium
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Post by o'dium »

Shit just read what you have to do in DP...

Then TBH, its not gonna be too great. I mean, you cant have both looking great so your gonna settle for a medium blend of the two :(

And no, I model mine and hand draw some details in photoshop.
o'dium
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Post by o'dium »

I really would suggest re-thinking if possible and just going one way, i.e. RT lights, or classic. And TBH, i don't know anybody that uses classic lighting in DP any more :shrug:
bork[e]
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Post by bork[e] »

[lvlshot]http://www.members.cox.net/borke/jpRoom.jpg[/lvlshot]
hmmm...
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Eraser
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Post by Eraser »

bork[e] wrote:[lvlshot]http://www.members.cox.net/borke/jpRoom.jpg[/lvlshot]
hmmm...
It's almost refreshing seeing something "classic Quake 3" :)
bork[e]
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Post by bork[e] »

:lub:

[lvlshot]http://www.members.cox.net/borke/6.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/7.jpg[/lvlshot]

[lvlshot]http://www.members.cox.net/borke/8.jpg[/lvlshot]


edit: added 2 and change 1 around.
Last edited by bork[e] on Tue Jul 12, 2005 4:24 pm, edited 1 time in total.
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Dark. I can't tell if it's cool or not. The light does look pretty nice. Looks like real florescant bulbs.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
ScrotcH'
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Joined: Tue May 24, 2005 4:29 pm

Post by ScrotcH' »

Early start on an underwater themed map. Monitor is broken so i cant tell if map is overly bright or dark.

**edit lil more work on it, better angles.

[lvlshot]http://www.planetquake.com/bkp/scrotch/s1.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/s2.jpg[/lvlshot]
Lenard
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Post by Lenard »

Nice.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
ScrotcH'
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Joined: Tue May 24, 2005 4:29 pm

Post by ScrotcH' »

Ya I could make it CTF easily. I'll probably convert a few my maps into CTF sometime soon since jailbreak uses the same style of map, it should play well.
sumatra
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Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Small update of my cpma duel map.
I'm very lazy atm...will last a few days/weeks for next beta

Image Image

sumatra

P.S. oh, .. scrotch your screenies look so FKN NICE, i couldn't breathe for a moment...
Pext
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Post by Pext »

nice stuff sumatra :icon14:

i think on the walls on shot#1, esp on the left upper side could use more detail. same goes for the wall the the right in shot#2.
Lenard
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Post by Lenard »

He's right but the rest is ace.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
ScrotcH'
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Post by ScrotcH' »

I've got too much on the go and probably shouldnt even post this shot as we dont even have our site up for the mod yet. Anyhow Quake 4 Prisoners of War concept map.

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1b.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1.jpg[/lvlshot]

sumatra I like that tex set, is that the one you were making yourself a lil while back? or am I getting it confused with someone else.
^misantropia^
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Post by ^misantropia^ »

Oh my, I just came.
Fjoggs
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Post by Fjoggs »

Scrotch: How's performance on that thing? Can't be too good? Or have you done alot of tweaking?
ScrotcH'
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Post by ScrotcH' »

I'm going to tweak later, since its just a concept map made in D3 and Im going to have to port it over to Q4 once Q4 is out, Im not going to worry about tweaking at this point. Maybe not till its done I'll go back and rework things, I haven't touched the D3 engine stuff in almost a year.

I am getting a steady 60 FPS though so its not too bad, I only have the minimum CPU required for D3 as well.
o'dium
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Post by o'dium »

Here are a few updated shots of that level from Quake II. Its still all early WIP :(

Image

Image

Image

Image

Image


And here is a quick example pic of our new water. The water has a real time render to texture reflection, as well as a fresnel shader that will change the local map giving it a wavey appearance. Its hard to tell from a picture but i couldn't get a decent enough compression for a video, so live with it :p

Image
Last edited by o'dium on Mon Jul 18, 2005 8:19 am, edited 1 time in total.
bitWISE
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Post by bitWISE »

Thats hot odium. Any updated character models yet?
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Hipshot
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Post by Hipshot »

Looks ace Odi.

I got a Map of the Month on my map on this german site, I mention Q3W in the end in the interview, be happy!

Damn, I knew I should have stayed in those german classes I had, like hmm, from 6th grade to last in high, flunked all german classes, now I want it again :tear: :for: :fear:

http://halflife.ingame.de/article.php?i ... intSite=13
obsidian
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Post by obsidian »

o'dium wrote:Its still all early WIP :(
Work faster! Less time pimping, more time mapping. :D
[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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