Screenshots

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

Hmm, what is sketchup? Could I use that for making dev-layouts kinda, just to see, not play, maybe for mor realistic CS maps and such?
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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Eraser
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Post by Eraser »

Dr4ch
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Post by Dr4ch »

Kat wrote:It's MP.

The lava is 'faked' atm (I'm wondering whether to hold on for the 1.3 PR which syncerror said *might* have lava and things like that in it), it's just a flat texture that's lit with an ambient light which has a nice 'side effect' of making the texture look like it's emiting light whilst allowing everything else to be lit properly.

The rock texture has changed slightly and has now got a 'blend' between two types. Also inadvertantly found an interesting way to reduce the obvious effects of tiling by using blended textures, which is neat for this type of stuff.

Still a lot of work to do though becasue the whole thing is modelled and cut into about 50 or so different sections. :dork:
The mods I am working in (x-battle,GTR,deltactf) are all using proper func_liquids and I know q4max have planned this for the future. so if you could skip q4base compability just load your map in one of those mods and get us some proper lava :)

If it will be in 1.3 stays in the dark but there is hope.
AEon
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Post by AEon »

Probably the first time I actually posted in this thread :)

Image

The layout is by Wildfly and this was planned to be used as a Q4 map, that may still happen. I was annoyed by all the drawbacks of Q4, and "hacked" the map into Q3A (default textures etc.) to get much better feeling for how the map plays against bots.

The map is basically 4 or so concentric circles, with different height levels. This is also my first patch only map (presently using something like 20 bushes max).

Build time sofar 3 days. Also "my" very first Tourney map :icon30:
o'dium
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Post by o'dium »

That looks very good however I cant say i'm fond of the lighting, simply because i hate lightmaps now :p

I cant help but think it would look nice in Quake 4, with a full ambient light for the level and then subtle shadows everywhere else?
AEon
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Post by AEon »

Should Wildfly not do the Q4 version, I am seriously thinking of asking folks here to do the lighting. Sofar Q4 lighting makes me weep... I have no idea how it could ever possibly look good... sigh.
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seremtan
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Post by seremtan »

Kat wrote:And nowwww.... for something completely different!

Image

A few more WIP dev shots here.
sweet :icon14:
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seremtan
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Post by seremtan »

a couple more shots from map #2 of my WIP. this map is 95% done now

the first is the second ravine, where you get harassed by a heli and shot at by an APC. good times

[lvlshot]http://img363.imageshack.us/img363/3408/wol0102v5ravine014lt.jpg[/lvlshot]

this is the combine cablecar waystation, cut into the cliffs near the coast, where you switch cars

[lvlshot]http://img363.imageshack.us/img363/4232/wol0102v5station026nv.jpg[/lvlshot]
AEon
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Post by AEon »

Uncanny what you folks are turning out with the D3 engine (Q4)...

Here a bit more old-school Q3A low poly mapping:

Image

"Leet" glow boxes.
o'dium
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Post by o'dium »

Dude i'm tellin you, the map would look so awesome in Quake 4.

Tell you what, if you want to copy/past a small tiny bit of it, with that texture, i could ive you a quick lighting preview of the area?
AEon
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Post by AEon »

o'dium wrote:Dude i'm tellin you, the map would look so awesome in Quake 4.

Tell you what, if you want to copy/past a small tiny bit of it, with that texture, i could ive you a quick lighting preview of the area?
Wildfly is presently experimenting with the lighting of the map.

Source will be available once the Q4 version is done.

But help will then greatly be appreciated.
Pext
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Post by Pext »

day2 of "pext learns sketchup"

[lvlshot]http://pext.pe.funpic.de/club.jpg[/lvlshot]
Last edited by Pext on Mon May 15, 2006 10:18 pm, edited 1 time in total.
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Foo
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Post by Foo »

Pext wrote:day2 of "pext learn sketchup"

[lvlshot]http://pext.pe.funpic.de/club.jpg[/lvlshot]
Can you point me to good tutorials, or are the google provided ones sufficient?

I need to make headway into this too, now I've got some free time.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
Pext
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Post by Pext »

hm ~ so far i came up with this myself.
~ the video tutorials one the http://www.sketchup.com homepage help a bit though. :)

i noticed that the program has some weaknesses with the 'follow me' tool in combination with round surfaces. the 'follow me' tool spans a certain geometry along an edge. similiar to the lathe modifier in 3ds.
Oeloe
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Post by Oeloe »

Pext wrote:day2 of "pext learns sketchup"
I love the anti-aliasing. ;)
corsair
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Post by corsair »

Foo wrote:
Pext wrote:day2 of "pext learn sketchup"

[lvlshot]http://pext.pe.funpic.de/club.jpg[/lvlshot]
Can you point me to good tutorials, or are the google provided ones sufficient?

I need to make headway into this too, now I've got some free time.
Download the sketchup 5 pro trial from http://www.sketchup.com , instead of the free google version, this comes with a intro-tutorial which shows you all the basics you need. You'll be amazed, it's the most user friendly intro ever :]
AEon
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Post by AEon »

Added a few more windows and a central arena "sculpture":

Image

Should have a downloadable (non-fileplanet) version out tomorrow.

First I need to add a caulk hull and hint brushes to optimize the FPS. Max r_speeds is about 10-13 K even though everything is rendered all the time.
Kat
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Post by Kat »

Updated. Nearly done. A couple more shots here again.

Image
corsair
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Post by corsair »

back to sketchup:

http://download.sketchup.com/downloads/ ... rials.html

^^ video tuts, very good
a13n
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Post by a13n »

This is my Microsoft Office based textured map.
Image

NOTE: Please don't reply to this post. I won't reply at all in this thread.
corsair
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Post by corsair »

obscene.
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seremtan
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Post by seremtan »

Kat wrote:Updated. Nearly done. A couple more shots here again.

Image
good stuff :icon14:
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seremtan
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Post by seremtan »

a prefab for mod map #3

[lvlshot]http://img46.imageshack.us/img46/6966/shootertest00098ln.jpg[/lvlshot]

i'm going for a slightly surreal approach to architecture in this
corsair
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Post by corsair »

whats that boat for? for when sealevel rises 200 meters? :D

looks cool though :)
I think the lower two wooden parts would be more interesting if they, like the top wooden part, were to be a bit extruded next to the red-ish (concrete?) part of the structure.
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Hipshot
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Post by Hipshot »

seremtan wrote:a prefab for mod map #3

[lvlshot]http://img46.imageshack.us/img46/6966/shootertest00098ln.jpg[/lvlshot]

i'm going for a slightly surreal approach to architecture in this


I like it! I guess the boat will be able to fall and break the ledge below? =)
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