Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Neotic
Posts: 8
Joined: Tue Feb 22, 2000 8:00 am

Post by Neotic »

Anwulf wrote:Interesting, Neotic. Looks like that site somewhere in the Middle East. Petra, I think it is. In Jordan.
Hahah, I made most of the map before.. but I totally saw a History Special on Petra and rewoked the exterior. Thanks! :icon25:
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hemostick
Posts: 203
Joined: Wed Feb 14, 2001 8:00 am

Post by hemostick »

This ogre makes me think of the Ogro ppm for Quake 2.
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

CAPTION COMP......
urgrund777 wrote: [lvlshot]http://206.169.164.229/webstrike/matt/orc18.jpg[/lvlshot]
deformable GI pass (SH/PRT)
Orc on left - aw come on, don't be such a wuss.!
Orc on right - NO.! I don't care what your mother said... I'm still not touching it..!
Orc in middle - hmmm, looks ok to me!?
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

:icon25:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Haha kat. you won the price :p
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Making normal maps.
[lvlshot]http://img299.imageshack.us/img299/9466/test00000xh.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
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

Hot:)

Image
@katz, how do you textur the small iland if you use max?
Do you make it ediable mesh unit per unit?
Yannoche
Posts: 9
Joined: Sun Feb 24, 2002 8:00 am

OT

Post by Yannoche »

rgoer wrote:what is a feeth
The collision between a foot and the teeth?
Ok I'm out.
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Re: OT

Post by reptile »

Yannoche wrote:
rgoer wrote:what is a feeth
The collision between a foot and the teeth?
Ok I'm out.
Oh yeha I did mean foot. the thing you have under the leg.
Edit: I'm going to need more english lessions.
<--Wastrel-->
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Joined: Fri Aug 19, 2005 10:34 pm

Post by <--Wastrel--> »

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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

That is a nice lightmap Kaz!

[lvlshot]http://img268.imageshack.us/img268/2402/htire00148kq.jpg[/lvlshot]
[lvlshot]http://img268.imageshack.us/img268/7409/htire00158vf.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 9:59 am, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
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
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

looks great hipshot! the lighting looks great.
If anything, the thing i'd nitpick on is the flat railway in the last pic.
urgrund777
Posts: 153
Joined: Tue Mar 08, 2005 4:29 am

Post by urgrund777 »

really nice atmosphere, i like it! :)
man I miss lightmaps :p

those flouros have far too much glare, especially for a daytime setting

"the thing i'd nitpick on is the flat railway in the last pic."

It's common to embed the rails so that they are flat with the ground in places like this... similar to a tram line.
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

urgrund777 wrote:It's common to embed the rails so that they are flat with the ground in places like this... similar to a tram line.
I take it Fjoggs means they don't blend too well at the intersection.
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

Yeah, I meant the place where the two rail-tracks meet.
urgrund777
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Joined: Tue Mar 08, 2005 4:29 am

Post by urgrund777 »

ah, ok :)
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

That's also an awfully sharp turn for a railway car to make. It would derail. /spockmode

Otherwise, absolutely amazing screenshots you have there.
[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]
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

It's looks like it's ment for a little buggy of some sort...like a track to carry small boxes over to the train in the lower part of the picture...I doubt a train would be sitting up on that little concrete area anyway. IMO though, nice screens!
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Foo
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Location: New Zealand

Post by Foo »

The problem with those rails is that it's an impossible design. The curved rails crossing the straight rails cut right across them without a gap in the rails. A truck coming along the straight rails would derail when it hit the curved pieces.

For tracks to cross, there needs to be a small gap in both rails.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
unitool
Posts: 77
Joined: Sat Dec 18, 1999 8:00 am

Post by unitool »

I think your screenshots look amazing, but if you want to get really nitpicky, you need some kind of rail-switching thing there. I have pictures somewhere from when I was doing research for a different project....

There is this thing - it moves the rails a little bit, to switch the railcar from one track to another...

Image

Then there is this thing - it moves to accomodate the track-switching. If I remember correctly, it has the amusing name of "frog", but I could be confused...it's been a while.

Image

Looks super-cool!
Myth
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Joined: Wed Jan 12, 2000 8:00 am

Post by Myth »

Outstanding work Hipshot!

new Q3 map from me.

Image
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Post by Pext »

that's some nice architecture and some nice lighting.
i'd love to see this with a sunset / dawn sky
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

Looks very sexy. One nitpick: the shadow on the far wall is rather coarse. Maybe combine the affected brushes into a func_group with a _lightmapscale key of 0.5 or 0.25?
reptile
Posts: 74
Joined: Sat Oct 06, 2001 7:00 am

Post by reptile »

Image

Another head.Only a bit of playing until it is closed and textured.
It's really hardcore to make 'em.-)
<--Wastrel-->
Posts: 11
Joined: Fri Aug 19, 2005 10:34 pm

Post by <--Wastrel--> »

Kaziganthe wrote:
Use the watercaulk shader on all faces except for the top in the water there, the seams are nasty ;)
Okok, thank you. ;)
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