Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
primaltheory
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Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

*hides*
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

Current WIP:

Funky coffe, cream'n'sugar

Smells like some caramel latte macchiato.
Duelmap for cpm and vanilla gameplay.
Beta soon, Alpha here

Image

Image

Image

and a happy new year to all of you fellows..
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Scourge
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Post by Scourge »

Mmmm, chocolatey.
sumatra
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Post by sumatra »

scourge34 wrote:Mmmm, chocolatey.
However you like it.
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primaltheory
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Post by primaltheory »

DUDE That's amazing, I don't wanna be a thief but where do you get such sweet textures??
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
StormShadow
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Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

hey, you textured it :)

i guess that warrants another beta test :)
primaltheory
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Post by primaltheory »

primaltheory wrote:DUDE That's amazing, I don't wanna be a thief but where do you get such sweet textures??
I'm talking about the coffe and cream map that was shown
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
Lenard
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Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

I really like it, actually, but I think the stairs could use a little work.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
pjw
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Post by pjw »

sumatra wrote:Current WIP
That's pretty cool--nice look to that. Are you using a fairly fine lightmap scale, or some other trick for the spiffy shadows? (Also, I think that one grate shadow is kinda broken...why does it warp like that partway down? Or is the surface it's being cast on not flat there...?)
primaltheory
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Joined: Wed Dec 28, 2005 4:31 am

Post by primaltheory »

It's because of the angle I think...Those textures are sweet though I need to get me some of those.
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
+JuggerNaut+
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Post by +JuggerNaut+ »

sumatra wrote:Current WIP:

Funky coffe, cream'n'sugar

Smells like some caramel latte macchiato.
Duelmap for cpm and vanilla gameplay.
Beta soon, Alpha here
excellent! what a great look!
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

First of all, thanks guys. That's the reason why I like this place, it encourages me every time to go on with my work/hobby :p .

@StormShadow: Yes, for sure. Soon, I hope...

@primaltheory: The textures are based on some fine basetexture from Yves Allaire.

@Lenard: What do you exactly mean, I have put a lot of work/tricks into the staircase.

from above
Image

@pjw: Thanks :icon31: . It's actually a fairly low lightmapscale ( 0.1). The surface sticks by 45° out of the wall.

shadows
Image

I have to say, that the current rendersettings still aren't at highquality :p

@+JuggerNaut+ + Kaziganthe: Also glad you like it :) ..
Last edited by sumatra on Wed Jan 04, 2006 4:37 pm, edited 1 time in total.
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Oeloe
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Post by Oeloe »

I like what you did to the texturing as well. Looks really nice. :) Nice to see that you're finishing this.
primaltheory
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Post by primaltheory »

You're pictures are broke?

(I really wanna see!)
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
sumatra
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Post by sumatra »

primaltheory wrote:You're pictures are broke?

(I really wanna see!)
Host sucks a bit...
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primaltheory
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Post by primaltheory »

I really really wanna see it's such a neat looking map! (If you need them thrown somewhere else lemme know)
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
primaltheory
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Post by primaltheory »

Wasn't sure about that, That's the only one that confuses me sometimes!

*You mean grammar nazi right?*

OMG THE PICTURES WORK! Wow that's awesome! Where did you get the textures pleasseee tell me!
Why not?

[i]Jenny: lol, i'm not changing the whole harddrive directory structure for a mod. Do it proper like other mods please.[/i]
sumatra
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Post by sumatra »

primaltheory wrote:Wasn't sure about that, That's the only one that confuses me sometimes!

*You mean grammar nazi right?*

OMG THE PICTURES WORK! Wow that's awesome! Where did you get the textures pleasseee tell me!
sumatra wrote: @primaltheory: The textures are based on some fine basetexture from Yves Allaire.
Or just make them on your own. I haven't asked Yves if I'm allowed to modify them yet.
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axbaby
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Post by axbaby »

maps done after much toil trying to get O'dium original map to run at more then 10fps .. uploading shortly

[lvlshot]http://img482.imageshack.us/img482/5263/shot000041jo.jpg[/lvlshot]

Image

[lvlshot]http://img387.imageshack.us/img387/7784/shot000084nj.jpg[/lvlshot]
[color=#FF0000][WYD][/color]
Todtsteltzer
Posts: 93
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Post by Todtsteltzer »

sumatra wrote:Or just make them on your own. I haven't asked Yves if I'm allowed to modify them yet.
I think you should ask him before you release another beta.
It's ok for evillair if you re-color his textures but he doesn't like it if you modify them in any other way (that's what he wrote in this forum in 2004, IIRC).

I really like this color scheme! Café au lait rulez ;)!
Oeloe
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Post by Oeloe »

Hmm, it looks better than before, but now there seems to be hardly any colour at all. dm6 wasn't grey, it was brown/reddish with some other hues as well.
corsair
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Post by corsair »

Ditch the SMC logo on the first shot, it doesnt overlay nice on those height 'differences' of the bumpmapped texture imo - the rest looks fancy - Although I might say I agree with Oeloe, and I'd add the color blue within his 'other hues'.

Aside from that, the redone gothic_block texture on, especialy the Red Armor jumppad area, does also differ very much in terms of cleanness (which you've on the other hand awesomely achieved in the floor of the first shot).

I'm not sure if you should listen to such comments, but remember that most gamers adjust their picmip, and what I've seen happening to alot of the quake4 maps with low settings, is that the sense of depth becomes very obscured. This can be rather easily be solved by change in textures - and especialy, by change in texture hue.

Remaking an existant map is hard, but whats most important isn't to exactly copy the map, but use the quality as your skeleton, and decorate it so to enhance that quality.


Thought I'd post a shot myself too. so here is one - harrr...
(notice the oddly scaled caulk hull, that made 45degree angles into... into .. other angles!)

[lvlshot]http://www.planetquake.com/corsair/screenshots/q4/corsair4dm1XYtop.jpg[/lvlshot]
<--Wastrel-->
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Post by <--Wastrel--> »

Hipshot wrote:@ Wastrel, what skybox is that?
It's the Velcor skybox downloaded from Wadfather. I resized it to 1024x1024. :icon26:
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Foo
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Post by Foo »

Image
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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Fjoggs
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Post by Fjoggs »

"..I'm not sure if we wanna pay for a dimention we're not gonna use.." :P
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