Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Post by dAde »

Two new screenshots. Beta soon ;)

<a href="http://img399.imageshack.us/img399/1454/wip94wc.jpg" target="_blank"><img src="http://img399.imageshack.us/img399/1454/wip94wc.jpg" width="400" height="300"/></a>

<a href="http://img396.imageshack.us/img396/9062/wip101bq.jpg" target="_blank"><img src="http://img396.imageshack.us/img396/9062/wip101bq.jpg" width="400" height="300"/></a>
Can't you switch teams, dAde?
I'll consider this ;).
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
<--Wastrel-->
Posts: 11
Joined: Fri Aug 19, 2005 10:34 pm

Post by <--Wastrel--> »

bork[e] wrote:im confused:

http://ragames.atw.hu/ <---that you?
http://www.quake3world.com/forum/viewtopic.php?t=700 <--- :olo:

so, you bought the game...and then you are going to release it as "freeware"?

I'm just confused here.
Hmm, this is interesting... There are a lot of misunderstands in those topic. I'll write an emendation. :icon25:
so: we NOT bought the Quake3 engine for $250.000, just we started the project a bit earlier than the open-source Quake3 engine released. We developed our "Survivor of disaster game" as a mod so far. Now we change the "SOD mod" name to "SOD game". :p
Sorry for my bad English.
Last edited by <--Wastrel--> on Sat Aug 20, 2005 1:10 am, edited 1 time in total.
bork[e]
Posts: 4357
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Post by bork[e] »

so, you bought the source for $250.00? (that's the only part I'm having problems with no :p )

Thanks for the clear up.
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

dAde wrote:Two new screenshots. Beta soon ;)

<a href="http://img399.imageshack.us/img399/1454/wip94wc.jpg" target="_blank"><img src="http://img399.imageshack.us/img399/1454/wip94wc.jpg" width="400" height="300"/></a>

<a href="http://img396.imageshack.us/img396/9062/wip101bq.jpg" target="_blank"><img src="http://img396.imageshack.us/img396/9062/wip101bq.jpg" width="400" height="300"/></a>
Exactly.

The only thing that is wierd are those two anti-crucifixes right next to eachother...
<--Wastrel-->
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Joined: Fri Aug 19, 2005 10:34 pm

Post by <--Wastrel--> »

bork[e] wrote:so, you bought the source for $250.00? (that's the only part I'm having problems with no :p )

Thanks for the clear up.
NOOOOO!!!!!!!!!!!!!!!!!
We use this engine for FREEE

dehülyevagybazze
hogy a szar kergetne meg
o'dium
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Post by o'dium »

Nice texture set dude :icon14:
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Eraser
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Joined: Fri Dec 01, 2000 8:00 am

Post by Eraser »

bork[e] wrote:so, you bought the source for $250.00? (that's the only part I'm having problems with no :p )

Thanks for the clear up.
No they just started work on their game ahead of the Q3 source release (which was a couple of days ago). They use that to release their game.
.Chi
Posts: 6
Joined: Fri Aug 19, 2005 8:44 am

Post by .Chi »

Some WIP stuff:
[lvlshot]http://img365.imageshack.us/img365/4561/shot01942sw.jpg[/lvlshot]

All textures are placeholders
[b]I came, I saw and got a fly in my eye...[/b]
Ariff
Posts: 2
Joined: Sun Jan 27, 2002 8:00 am

WIP rtcw screens

Post by Ariff »

Some stuff im working on lately... This map has been in the freezer for almost 2 years, decided to start working on it again...

[lvlshot]http://users.pandora.be/Xlab/shot0000.jpg[/lvlshot]

[lvlshot]http://users.pandora.be/Xlab/shot0001.jpg[/lvlshot]

[lvlshot]http://users.pandora.be/Xlab/shot0002.jpg[/lvlshot]

[lvlshot]http://users.pandora.be/Xlab/shot0003.jpg[/lvlshot]

[lvlshot]http://users.pandora.be/Xlab/shot0004.jpg[/lvlshot]

[lvlshot]http://users.pandora.be/Xlab/shot0005.jpg[/lvlshot]

[lvlshot]http://users.pandora.be/Xlab/shot0006.jpg[/lvlshot]
Last edited by Ariff on Sun Aug 28, 2005 8:20 pm, edited 1 time in total.
voodoochopstiks
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Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

@Ariff: RTCW, right? Looks pretty nice.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Ariff, its coming along nciely but keep an eye on your scale. Remember what scale things would be in relation to the player, then the player in relation to you.

I can see quite a few places where things seem extra large, or extra small.

Also keep an eye on texture scales too, as these can make/break a level. For example, take a look at your metal floors. Those rivits are supposed to stop a person from slipping, but here they are the size of a foot, when they should be smaller than an inch IRL ;)

Lastly, edges. While edging can increase tris count in a few places, it can also increase the overall look and feel of the level.

A realistic game like RtCW should look realistic after all.
Ariff
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Joined: Sun Jan 27, 2002 8:00 am

Post by Ariff »

o'dium wrote:Also keep an eye on texture scales too, as these can make/break a level. For example, take a look at your metal floors. Those rivits are supposed to stop a person from slipping, but here they are the size of a foot, when they should be smaller than an inch IRL ;)
thats a very good comment you have there, i never noticed this myself, but as you are saying, that metal floor is waay out of scale. Noted and fixed ;)
o'dium wrote: Lastly, edges. While edging can increase tris count in a few places, it can also increase the overall look and feel of the level.
im not really sure what you mean here. You mean that i have to much straight edges, and that i should clip them off more ? Or am i mistaken somewhere.

regards
Ariff
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

Maybe I'm the last man on Earth who uses 1024x768, but please use [lvlshot][/lvlshot] when posting screenshots.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: WIP rtcw screens

Post by AEon »

Ariff wrote:[lvlshot]http://users.pandora.be/Xlab/shot0003.jpg[/lvlshot]
All those shots look quite nice. But be very careful with color red light. Presently IMO it looks a bit tacky. Try toning it down to be barely red (e.g. pastel light red).
o'dium
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Post by o'dium »

Ariff wrote:
o'dium wrote: Lastly, edges. While edging can increase tris count in a few places, it can also increase the overall look and feel of the level.
im not really sure what you mean here. You mean that i have to much straight edges, and that i should clip them off more ? Or am i mistaken somewhere.

regards
Ariff
Nah, just simple edge brushes can look better in places:

Image
urgrund777
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Post by urgrund777 »

"edge brushes"

commonly refered to as trim :)
o'dium
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Post by o'dium »

urgrund777 wrote:"edge brushes"

commonly refered to as trim :)
Yes well i didn't want to make it to easy for him :paranoid: :p
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

[lvlshot]http://www.planetquake.com/lukin/img/temp/shot00062.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/lukin/img/temp/shot00063.jpg[/lvlshot]

Having some fun with "Doom 3" :icon26: It's a remake of q2dm3, my all-time-fav-map ;)
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
sumatra
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Post by sumatra »

:icon14:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
o'dium
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Post by o'dium »

Lukin, you pull that off, and I'll make love to your foot.

Also, if you pull that off, I may kinda steal a few bits and bobs and make my own version for Q2E.... MWWWWHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!*chokes*
skinNCNmaster
Posts: 344
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Post by skinNCNmaster »

nice guys!
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Hipshot
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Post by Hipshot »

[lvlshot]http://img382.imageshack.us/img382/9258/shot01339tu.jpg[/lvlshot]
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
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

o'dium wrote:Lukin, you pull that off, and I'll make love to your foot.

Also, if you pull that off, I may kinda steal a few bits and bobs and make my own version for Q2E.... MWWWWHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!*chokes*
You scary me ;)
I've got nothing against stealing a few bits (borrowing is probably more political correct word :icon26: ), but it won't be 100% faithfull conversion so you'll probably will need to change a lot.
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
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hemostick
Posts: 203
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Post by hemostick »

What ? A *chaingun* at the *machinegun* spawn ?!
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Hipshot
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Post by Hipshot »

Newbs might find themselves in a bad rail trauma in this map...
[lvlshot]http://img264.imageshack.us/img264/4658/shot01382km.jpg[/lvlshot]
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