Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
o'dium
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Post by o'dium »

I already know about the benefits of colour specular Vs. greysacel, but colour doesn't "always" win over B&W.

The strogg levels in VQ2 have English writing around them, go play it again ;)
^misantropia^
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Post by ^misantropia^ »

Always wondered about that. Here you are, on a strange planet with mind-bogglingly alien, uh, aliens and still they scream: "Trespasser!"
Kat
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Post by Kat »

seven-of-nine @ rep's 'guest who'
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Hipshot
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Post by Hipshot »

o'dium wrote:I already know about the benefits of colour specular Vs. greysacel, but colour doesn't "always" win over B&W.
Certainly was the case in Sin City
voodoochopstiks
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Post by voodoochopstiks »

Yeah Kat, I figured something from star trek for some reason, but then dismissed that idea since I've never really watched star trek and probably would have no idea what I was talking about. Maybe it was the pant legs that gave it away?
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Lenard
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Post by Lenard »

That was the first thing i thought of.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Kat
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Post by Kat »

voodoochopstiks wrote:.. Maybe it was the pant legs that gave it away?
It's probably supposed to be a cowboy but until rep say's what it is we're just guessing.! But yeah it's the straight and clean lines, unless it's bad modelling.. hehe ;)
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Hipshot
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Post by Hipshot »

Just testing the displacement system in Source, you can make some wierd stuff here...

[lvlshot]http://www.zfight.com/misc/images/maps/pn3/pn3_01.jpg[/lvlshot]
SonicClang
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Post by SonicClang »

Hipshot, I've always thought the HL2 engine would suite your style really well. Have you made any complete maps in it yet?

That thing looks really... uh... interesting. :P what is it?
Last edited by SonicClang on Tue Jul 26, 2005 5:26 pm, edited 1 time in total.
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o'dium
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Post by o'dium »

Hipshot, does HL2 allow multiple gravity fields (i.e. walk along a wall in one room and a floor in the next like prey?)
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Hipshot
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Post by Hipshot »

@ Sonic, yea, mentioned on the page before, this (its a CSS map)

The pic above is more a test of using the terrain system in Source, I was thinking of making a HL2 DM map using the theme I used in my PN2 map for Q3, since I like the yellow light and the fog...

@ Odi, hmm... I don't know. I haven't tried that, and I've seen none. And I'm also sure that valve would have used it in some map inside Hl2 if it was possible within HL2s own ent sphere... I think its possible in a mod, its really not that hard I think. Serious Sam has some serious gravity flips ;)
Lenard
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Post by Lenard »

So did Ocarina of Time.
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ScrotcH'
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Post by ScrotcH' »

Lil more progress on that concept map, I think I may convert it to either a D3 Singleplayer map in the end.

[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp4.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp3.jpg[/lvlshot]
Last edited by ScrotcH' on Sun Jul 24, 2005 1:18 am, edited 2 times in total.
o'dium
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Post by o'dium »

That is more than stunning... That would look amazing with a rockey surrounding and dust clouds everywhere... God damn, i would play that map. :up:
ScrotcH'
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Post by ScrotcH' »

Thanks, thats actually what Im planning, its built into the side of a large mountain/cliff. Im trying to make the terrain in maya, but Im not too famliar with the program so it may take a lil bit to get the hang of things before I can add that in to the map.
Lenard
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Post by Lenard »

I like it like that. It seems surreal that way.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
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Post by o'dium »

Oh come on scrotch, dont be fooled man. Doom 3 can do some great tricks with skies, get rid of that crappy low res sky box and add some sweet cloud effect with sun sprite glow. :p
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seremtan
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Post by seremtan »

Hipshot wrote:Just testing the displacement system in Source, you can make some wierd stuff here...

[lvlshot]http://www.zfight.com/misc/images/maps/pn3/pn3_01.jpg[/lvlshot]
try playing with this:

http://www.violator.eclipse.co.uk/disped/
DispEd is a utility designed to be used with Valve's Hammer editor to allow various customisable geometric shapes to be created using Displacements for HL2 and CS:S maps in the style of the Patches of the Q3 engine. The built-in editor for displacements is great for editing terrain but not so good for precise shapes. DispEd is designed to address this issue by allowing the creation of -

* 2d Curves
* Arches
* Bevels
* Triangles
* Corners

Each shape is simply exported as a VMF Prefab ready to be used in your map. The size, arc etc. of each shape is customisable in the editor.
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seremtan
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Post by seremtan »

ScrotcH' wrote:Lil more progress on that concept map, I think I may convert it to either a D3 Singleplayer map in the end.

[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp4.jpg[/lvlshot]

[lvlshot]http://www.planetquake.com/bkp/scrotch/scrsp3.jpg[/lvlshot]
:drool: :icon14:

darkplaces?
o'dium
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Post by o'dium »

Doom 3.

DP lol.
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seremtan
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Post by seremtan »

well he said he was gonna convert it to d3 so i thought it was one of those pre-d3 quake engine jobbies like tenebrae or darkplaces or whatever
voodoochopstiks
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Post by voodoochopstiks »

he was gonna convert it to q4, not d3.
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Hipshot
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Post by Hipshot »

@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
ScrotcH' wrote:Image
I really like this, I like it alot, espec the last pic!
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seremtan
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Post by seremtan »

Hipshot wrote:@ Seremtan, the displacement system in source sucks for other than terrain, since the displacements can't get any simpler than power of two, they need to be like .5 to be good for arches with out taking more resources than a brush would do. I tried alot, believe me.
arches, yes. but curved roads, where the texture follows the curve like on a patch, that's a different matter.
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Hipshot
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Post by Hipshot »

True, true, but I see no usage of that yet, also I tried that app a while ago, for some reason, it won't work on my comp any good... something with the 3d-view. Hmm, actually, it could be cool to make a road like that in my map... I'll think about it, need to get the app working cause fine manual displace editing in Hammer sucks arse.
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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