Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Dr4ch
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Post by Dr4ch »

o'dium wrote:A) the texturing is really poor. Scale it up to reduce repeating.

B) I dont think you can use Quake 1 RT textures in a map with permission from each author.

C) Its looking a tad boxy...? No real detial, you know, not edges, no good sense of where a surface will end, it just "ends".

A) you mean dm6 only or dm4 too ? I know of that on dm6 and will change that. I just finished all the proper mapstages for the textures and now the tiling is more obvious then before.

B) I used the textures as a base, all diffusemaps have been flattened, normalmaps were mostly modelled in zbrush, speculars and heightmaps were made from scratch. I am trying to get some answers from the RT guys if they want my work but so far no answers. But I know the qwr mod had permission to use them, so its looking good. If i dont get permission I will make new diffuse textures, so its no big deal.

C) I dont know if I should add more detail then in the original or not. I wanted to wait for some feedback, perhaps i will add some trims raven-style (with patches) and the torches are missing too.
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Foo
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Post by Foo »

I think it's one of the best looking Q4 maps so far. Primarily because it's getting away from the terrible Q4 textures.
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hemostick
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Post by hemostick »

Looks bsp2mapish :/
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Foo
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Post by Foo »

says something about the state of q4
Lenard
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Post by Lenard »

You really are quite right...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Oeloe
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Post by Oeloe »

@Dr4ch: those bricks look like they've been waxed. Too shiny...
Jemcdv
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Post by Jemcdv »

Dr4ch wrote: [lvlshot]http://www.dr4ch.de/pics/qwr/qwrdm6_4.jpg[/lvlshot]
It would be cool if the teleporter would spin around...
Shallow
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Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

I can't say I'm keen on either of these Q1 remakes at all, the materials on both need a lot of work and lighting that borders on Cranky Steveishness. You're building for a whole new engine here, you really need to think about how to apply its strengths to a classic Quake style. Simply taking old-style textures with quickie normalmaps, and copying the old layouts brush for brush, is not going to cut it. It all needs a lot more detailing, careful balancing between the capabilities of the new tech and the feel of the old, and some real flair in the design. This will take a long time to get right. The DM4 is a lot better than the DM6 though.

Try to imagine what the original designers would have done with the tech. It wouldn't be a square room with a single brick texture ;)

(As an aside, I've only seen a tiny handful of remake projects for any games or maps that I felt were successful - it's very difficult to get it right)
Johnny Law
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Post by Johnny Law »

Discussion brings this to mind:

[lvlshot]http://www.neogeographica.com/temp/cmullins_dm6_small.jpg[/lvlshot]

(art by Craig Mullins)
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Foo
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Post by Foo »

Mmm. I remember those. There were a few more I think too.

That should be possible now, I guess.
Lenard
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Post by Lenard »

God damn that looks nice.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Kaz
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Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/support1.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/pipe1.jpg[/lvlshot]

Just messing around with some filler models.
Shallow
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Post by Shallow »

Those are interesting, they look deserving of some bespoke textures to really bring them to life.
a13n
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Post by a13n »

Image Image Image

These are ss of my next cmpa tourney map with Team Arena textures.
You will have to set fs_basegame missionpack fs_game cpma to play this map.
Dr4ch
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Post by Dr4ch »

@a13n : looks nice, i almost forgot that TA had some cool textures.

@Oloe : thx, i was not sure if its too shiny, it should look like its a bit wet but not too much.

@Shallow : Thats what they looked before I polished it up :

http://qwplayers.org/QWRemix_q4/

I am aware of what you said, it just wasnt in my hands to make these decisions. Depending on what will happen with qwr and the maps I will put more time on details. But let me tell you its no quickie-job on the textures ! I remade almost every texturemap 3-4 times till I got them looking somewhat decent. just compare to the previous version in the link.

@rest : Its a bsp2map conversion because it was made for qwr mod (mp part of quakeremix) and not for baseq4 in mind. I would have rebuild from scratch but some people in qwr wanted to use the original brushwork and just adding detail because its faster.
Johnny Law
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Post by Johnny Law »

The new shots do look quite a bit better.

Although (to be devil's advocate a little bit), if you're going to make just about everything as close to being exactly like Quake/QuakeWorld as you can, what is the motivation for having it in the Quake 4 engine?
Dr4ch
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Post by Dr4ch »

giving qw a new and modern platform was the goal. but the main reason to stay true to the original was really more because you can port and test the features more easily. Things like movement physics, weapons, scales etc. can then be better compared then on ravens maps.
CheapAlert
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Post by CheapAlert »

We already have that new and modern qw platform, it's called Darkplaces.

Decompiling sucks and isn't worth breaking eulas for.
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
o'dium
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Post by o'dium »

Decompiling does suck, and theres no point to doing it on these old Quake 1 maps as the detail is too poor anyways. Yo uan make the same map in no time at all. I would remake parts of it myself so it looked a lot better.
a13n
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Post by a13n »

@Dr4ch
You've got such a big heart! :p
Lukin
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Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

It's been a while since I post here. Here's a few shots from my recent works:
Ruiner:
[lvlshot]http://img75.imageshack.us/img75/7780/ruiner4sj.jpg[/lvlshot] [lvlshot]http://img75.imageshack.us/img75/6638/ruiner24by.jpg[/lvlshot]

A Man Called Sun:
[lvlshot]http://www.planetquake4.net/beta/images/l4dm4_6.jpg[/lvlshot] [lvlshot]http://www.planetquake4.net/beta/images/l4dm4_3.jpg[/lvlshot]
[size=75][url=http://www.lukinonline.com]lukinonline.com[/url][/size]
o'dium
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Post by o'dium »

Holy sex Lukin those first 2 castle shots look amazing!

The only problem i see is the lighting seems a bit flat, like you dont have a lightsource from the sky?
Lenard
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Post by Lenard »

Lukin ftw
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
d3mol!t!on
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Post by d3mol!t!on »

o'dium wrote:Holy sex Lukin those first 2 castle shots look amazing!

The only problem i see is the lighting seems a bit flat, like you dont have a lightsource from the sky?
It looks a bit better in game than in that screenshot. BTW, RA to LG ammo to FragArcade logo ledge jump ftw!
Infernis
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Joined: Thu Feb 17, 2005 12:00 pm

Post by Infernis »

Which textures are those Lukin?

In the castle shots that is.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
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