Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

Looking fancy indeed.
To me there is one visual flaw though, the rock texture at the height of the architectural geometry, in the second pic. The texture has vertical lines, this looks rather unnatural, especialy cause the rock texture is horizontaly orientated almost everywher else.
GODLIKE
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Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Kat wrote: I never did it, honest... It's all donkeys work. I think those 'classical' textures were a set inition did that donkey ported over as well, they look surprisingly good in Q4 from the shots posted above.
I didn't think you had done it. I was merely alluding to your
dark alliance to make more cave-based maps..
Kat
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Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

GODLIKE wrote:
Kat wrote: I never did it, honest... It's all donkeys work. I think those 'classical' textures were a set inition did that donkey ported over as well, they look surprisingly good in Q4 from the shots posted above.
I didn't think you had done it. I was merely alluding to your
dark alliance to make more cave-based maps..
muuhahaha.. the force is strong in this one (donkey)! hehe
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

I started working with these textures and models I made 2 years ago again.

Image

I have a question regarding the fog and sky. The sky doesn't fog even though I made the fog brush not touch the sky brush. It's pretty strange because I used the same technique in another map, and with the same shader and then it worked. :confused:

Image


As you can see, the sky is fogged here. Does anyone know why the sky isn't fogged in the first one? Is it something to do with using terrain? Maybe there's a better way of making a whole map fogged that I've missed?

ALMighty - Maps & Stuff
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

Attempting to come up with a solid looking future shotgun, attempt #1:

[lvlshot]http://kaz.quakedev.com/junk/shotgun_render_new.jpg[/lvlshot]
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Scourge
Posts: 15559
Joined: Mon Mar 25, 2002 8:00 am

Post by Scourge »

Kaz wrote:Attempting to come up with a solid looking future shotgun, attempt #1:

[lvlshot]http://kaz.quakedev.com/junk/shotgun_render_new.jpg[/lvlshot]
Pistol grip is too straight down. Needs to be more angled back and tapered slightly.
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

We started the alpha...

Image

lol
maz0r
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Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

At this state it looks like a jump and run platform game :D
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

eh eh

my fear is that it would be a jump and run platform in the final...lol
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Noticeably missing some walls... :D
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
A1yssa
Posts: 387
Joined: Thu Apr 12, 2001 7:00 am

Post by A1yssa »

Here is a map of the paths you can do!

Image

So now you CLEARY understand everything!

MUAHAHAHAHAH!

2:22am I think I need to sleep!
:D

good night!
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

seems like an excellent way to get some early feedback on layout and visibility into potential problems in terms of gameplay

i might go a step further once you get a bit further with it and fancy it up in photoshop. ie: use a layer for the geometry for each level, use a unique color for each level, and different types of paths for different types of travel

looks promising =)
Lukin
Posts: 349
Joined: Sat Jan 29, 2000 8:00 am

Post by Lukin »

[lvlshot]http://img411.imageshack.us/img411/5963/l4ctf2ik7.jpg[/lvlshot]

download & info
jayP.lq
Posts: 202
Joined: Tue Mar 01, 2005 8:33 pm

Post by jayP.lq »

Lukin that is one of the sexiest Q4CTF map I've ever seen. I love the architecture and the overall look and feel of this map.

I seriously hope you do more CTF mapping in the future :]
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

ALMighty, lovely colours in that.
Couple of more cavey bits from me:
Image
Image

Noted about the tex alignment issue on the rock. I have re-uvw mapped all the cave meshes. It was done at a rush for the TM contest and needed fixing. I do still have one area I am not happy with yet.

I really want to beta this (and be told the corridors are too tight:)), but I am awaiting approval from inition for what I've done to his texture set...I think he's probably in a mountain dew induced coma and wont wake up till mid-summer.
Whatever....
maz0r
Posts: 157
Joined: Wed Apr 21, 2004 7:00 am

Post by maz0r »

We don't need a beta to tell you that the corridors are way too tight :D
dnky
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Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

hehe. Personally, I much prefer a tighter space to play in ;)
Whatever....
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

dnky wrote:ALMighty, lovely colours in that.
Thanks! I means a lot! I think those plants makes a huge difference in your map, more of those I say! :)

Lukin, that looks really cool.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

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

Started skinning a few hours ago after finishing the oh-so-tedious unwrapping process. :)
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

[lvlshot]http://kaz.quakedev.com/junk/shotgun_ingame2.jpg[/lvlshot]

Can be improved, but I'm happy with it for the moment :)
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

I had been planning a monochrome level for Q4. I liked the idea of doing a Film Noir style street scene. In the last MC speed map contest I played about with a similar idea. I am Working late tonight so had some time off in the day. Just enough time to remake a street for the level in Q4. In the Q3 version I used a dark green fog to offset with the black and grey textures. I liked the look so decided to go with it. A first in game render:
Image
Whatever....
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Ooh, looks nice! (other than the black sky cutting off the fog of course :) )
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

TY. Yeah, stupid sky and fog thing.
Whatever....
pjw
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Joined: Sun May 07, 2000 7:00 am

Post by pjw »

There's gotta be a way around that sky thing...

Also, I'd desaturate the green a bit--looks a bit too radioactive right now, IMO.
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seremtan
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Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

make the skybox the same colour as the fog, i.e. desaturate the fog, and darken it a little
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