Screenshots

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

mmm, spotlights with no source :p
voodoochopstiks
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Post by voodoochopstiks »

Look in the ceiling mate!
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Fjoggs
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Post by Fjoggs »

Lights that high up wouldn't create such an effect. He said he'd upped the gamma, but still.
It needs to be more pale and more smooth. The light spots should be much bigger too.
voodoochopstiks
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Post by voodoochopstiks »

Albeit a surreal and nonrealistic source, but still a source. Egdsson.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Pext
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Post by Pext »

i would add one of these transparent shaders that usually are used for spotligt effects

[edit] but not a white one - something orange, something more subtle
Fjoggs
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Post by Fjoggs »

voodoochopstiks wrote:Albeit a surreal and nonrealistic source, but still a source. Egdsson.
Uh, you'r an idiot. :p
Zombie13
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Post by Zombie13 »

This is a little area I made for my current D3 SP map, although it's not in the map anymore, so I figured might as well show someone :P

http://www.planetdoom.com/zombie/shots/ ... ple_10.jpg

Z
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Bacon
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Post by Bacon »

Zombie13 wrote:This is a little area I made for my current D3 SP map, although it's not in the map anymore, so I figured might as well show someone :P

http://www.planetdoom.com/zombie/shots/ ... ple_10.jpg

Z
Shit zombie, that looks nice!

Great to see you back here too! ;)
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StormShadow
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Post by StormShadow »

beta probably within a week

and yes, i got the textures from badmeat.. http://www.badmeat.com
TR!N!X
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Post by TR!N!X »

wish i had somthing to post :( i have not done any mapping in ages. looks like i need to start it up agine, i think i miight do some quake 2 stuff been playing through it recently and it got me all fired up :D
voodoochopstiks
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Post by voodoochopstiks »

do it.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
urgrund777
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Post by urgrund777 »

EDIT - sorry, felt I should remove the screens. I don't think I'm meant to be showing screens off that aren't officially on our website yet :paranoid:

I'll post once we've released some more.
Last edited by urgrund777 on Mon Mar 28, 2005 2:19 pm, edited 2 times in total.
+JuggerNaut+
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Post by +JuggerNaut+ »

beautiful
Fjoggs
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Post by Fjoggs »

+JuggerNaut+ wrote:beautiful++
voodoochopstiks
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Post by voodoochopstiks »

TRU DAT
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Kat
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Post by Kat »

Does that still use the normal bumpmap artwork to produce that effect? You don't need to do anything special other than normal, height etc??
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
voodoochopstiks
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Post by voodoochopstiks »

look at his website, it's for http://www.u-235studios.com/ using http://artificialstudios.com/ "reality engine"
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Pext
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Post by Pext »

omg³
unitool
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Post by unitool »

I don't know what this thing is. It just a shape I wanted to make, but it might be cool for carrying massive pipes or something. I'm sure I'll use it someday. :)

Image
Pext
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Post by Pext »

unitool - the textures could use some contrast is think.

kaz - awesome! :>
voodoochopstiks
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Post by voodoochopstiks »

Kaz, very nice, but you need some less steep and more sandy beaches, right now its just rock :/ More sand and turquoise water, with a nice blue sky. Looks too grungy now imo.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
urgrund777
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Post by urgrund777 »

thats looking pretty cool Kaz. maybe add a 3rd texture blend into the terrain? (white sand?)

kat - yeh, the shader requires normal and height information and the process to create these are no different to standard normalmaps and displacement maps.
Pext
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Post by Pext »

[lvlshot]http://www.infosprite.com/members/Pext/pext3dm1_01.jpg[/lvlshot]

lighting is not really defined yet; brushwork is what is currently done.
Kat
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Post by Kat »

urgrund777 wrote:..kat - yeh, the shader requires normal and height information and the process to create these are no different to standard normalmaps and displacement maps.
You guys appear to be making the game with fan content creation in mind, a good '+' in my book.

@ Kaziganthe : yeah get rid of the autoclipping, you don't really need it for that map as most of the content looks pretty 'formal' and grid aligned. I thought it was an RtCW/ET map at 1st. :icon26:
Lenard
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Post by Lenard »

I really like the lighting. It is very realistic to the setting. I wish it were bigger though. It sort of reminds me of those wooden castle things they have at parks that you can play lava monster on. It makes me so nastalgic.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
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