Screenshots

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

[lvlshot]http://kaz.quakedev.com/junk/spaceship1.jpg[/lvlshot]

Modelling practice :]
a13n
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Post by a13n »

Here is a layout of my next map named identity.
Image
spookmineer
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Post by spookmineer »

FFA?

Or maybe 1v1?
Black_Dog
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I'm trying to work around the q3 skybox bug. You can whack a

Post by Black_Dog »

I'm trying to work around the q3 skybox bug. You can whack a huge cube in a skyportal, pull the UV coords in half a texel and turn off mipmapping for some decent results. I've also only using half a skybox, which is a nice saving on texture memory if the bottom half of the sky can't be seen from inside a map.

[lvlshot]http://members.westnet.com.au/GeoffGole/temp/q3_skyboxtest_1.jpg[/lvlshot]

At low resolutions lines will still show up and aliasing becomes an issue, but at 800*600 or above it seems to be fine. The downside is that it's a pain in the ass, and you need a huge skyportal scale to keep parallax shift from being visible.
Last edited by AEon on Mon Jan 18, 2010 10:39 am, edited 1 time in total.
Reason: lvlshot'ed that image.
a13n
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Post by a13n »

spookmineer wrote:FFA?
Or maybe 1v1?
At this moment I can tell that it's intended to be played with cpma.
I'll upload beta version within the next a few weeks.
Maybe you can tell which type should it be.

@Black_Dog
Beautiful.
If only sun shines like that everyday. :tear:
Kaz
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Post by Kaz »

[lvlshot]http://kaz.quakedev.com/images/media/models/smg_render.jpg[/lvlshot]

woot =]
a13n
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Post by a13n »

Pimp release soon.
This was a cpma map at initial plan but turned out to be a CTF map.
Image
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Hipshot
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Post by Hipshot »

Pure gameplay
Image
Fjoggs
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Post by Fjoggs »

You don't miter?
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Hipshot
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Post by Hipshot »

Not in this process...
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
Kaz
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Post by Kaz »

[lvlshot]http://kaz.quakedev.com/images/media/maps/hvcdm1_1.jpg[/lvlshot]

New textures/skybox (a desaturated version of your "interstellar", hipshot) :]
voodoochopstiks
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Post by voodoochopstiks »

@Hipshot: Mitering is more important for gameplay than graphics tbh. Now is the time :D
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Hex
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Post by Hex »

Why is mitering important for gameplay? Counting tris still?
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Hipshot
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Post by Hipshot »

Nah, "mittering" isn't that important, FPS is and mitterig good helps that. I won't mitter a devlayout that gives me ~500FPS, kinda. I'll ofc mitter a "real" map for the optimization.

I like the desaturaton and moire feel of that map Kaz =)
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
voodoochopstiks
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Post by voodoochopstiks »

Isn't mitering making 45° edges instead of 90° ones?

This is hugely important for flow and combat.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
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Foo
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Post by Foo »

voodoochopstiks wrote:Isn't mitering making 45° edges instead of 90° ones?

This is hugely important for flow and combat.
It can be used in 2 contexts. In the technical sense, it's when you join two perpendicular brushes with 45° edges, leaving them flush and only one face from each brush exposed in the game world.

In the gameplay sense, it's making the edge of a corner passage/room corner angled to allow a greater view around a corner, or to remove a dead corner area.
Fjoggs
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Post by Fjoggs »

God it's been long since I've pimped anything, so here I go.
2on2 cpma map, nearing beta. Playtested alot with real-people, plays good imo.

Going for a simple style this time, not crazy angled brushwork etc etc.
Lighting needs tweakage, especially the spotlights.

Image
Image
Image
xfoo
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Post by xfoo »

That's looking great fjoggs, if you want / need a beta tester give me a shout.
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Hipshot
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Post by Hipshot »

Yea that looks great, Love the middle blue part there.

(And ofc I mitter the walls from dead edges, when I feel needed, but not the tris-opt-part right now).
wviperw
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Post by wviperw »

Looks good fjoggs but I'd get rid of that spotty lighting that is particularly noticeable in the first and third shot. It distracts from the rest of the scene because all I see is these big circles of light. I'd instead maybe go with a single vertical light at the bottom or top of that section of the wall.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
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Foo
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Post by Foo »

Fjoggs wrote:God it's been long since I've pimped anything, so here I go.
2on2 cpma map, nearing beta. Playtested alot with real-people, plays good imo.

Going for a simple style this time, not crazy angled brushwork etc etc.
Lighting needs tweakage, especially the spotlights.
Bwah fucking hell, your style has progressed leaps and bounds, that looks red hot.

Count me in for beta too, you're gonna need a pool of people to sustain 2v2 :D
Strahlemann
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Post by Strahlemann »

That looks really really sweet!
I love the colors and the architecture.
^LordSquart^
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Joined: Wed May 31, 2000 7:00 am

Post by ^LordSquart^ »

Hi everyone .. lot of time passed since my last post here ..
one day ill post this one :) ...
I'm working on it on/off from years ...

LSdmfinal - V3 [Veni,Vidi,Vici]
Image

Image

asap i'll post some more about ..
still lot to be done for a release ... lights,optimization and some brushwork ... see ya and keep up all this great stuff !!

Specialthanks to Sock assets, his textures packs and models inspired me a lot... tnx so much !!!

> http://www.codedark.com
> http://www.chaos-sphere.com
> http://www.planetquake.com/lordsquart/
Last edited by ^LordSquart^ on Fri Jun 16, 2006 2:24 pm, edited 3 times in total.
sumatra
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Post by sumatra »

:drool:





















:lub: I think my heart stopped beating for a second or two...
It's Q3, unbelievable...
Fjoggs
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Post by Fjoggs »

Haha, about time you releasing that shit. You've been working on it for how long? :D
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