Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
a13n
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Post by a13n »

Just a test.
Image
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seremtan
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Post by seremtan »

test of what?
Amphetamine
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Post by Amphetamine »

Been playing around in MapZone2, starting to build a set of materials for per-pixel engines. Also outputting Q3 versions.

Here's a quarter size view of the materials + alpha for a grate.

Image

Here's a full size "Q3" version that's been embosed with the normal and had the alpha blacked out:

Image

I have a feelign that the alpha will look too clean, but that can be changed easily enough.

No in game shots yet, I'm trying to get a nice little set of around 20-ish and then build a test map for Q3 and Q4 using them.
o'dium
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Post by o'dium »

Amphetamine, I have a feeling you used the nvidia filter... DONT. Not for main work anyways. Little things its ok for, and extras, but never for that. But if you really, really cant model stuff (best way to do it) then rework that local map. Remember that using the nvidia filter means that white is highest, black, lowest. So use that alpha map texture you posted there for a base local map and add the other stuff in afterwards.
Kat
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Post by Kat »

There's nothing implicitly wrong with using the filter or any 2D>normal converter for that matter, it's just a questions of understanding the detailing you can add to heighttemplate.
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Amphetamine
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Post by Amphetamine »

o'dium wrote:Amphetamine, I have a feeling you used the nvidia filter... DONT. Not for main work anyways. Little things its ok for, and extras, but never for that. But if you really, really cant model stuff (best way to do it) then rework that local map. Remember that using the nvidia filter means that white is highest, black, lowest. So use that alpha map texture you posted there for a base local map and add the other stuff in afterwards.
The whole thing is done internally in MapZone2, all the maps are generated from the same procedural sources run though a whole load of filter and effect nodes.
Kaz
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Post by Kaz »

Generic futuristic doorway:

[lvlshot]http://kaz.quakedev.com/junk/doorway_render1.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 6:08 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
TRINIX
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Post by TRINIX »

kaz : that kinda reminds me of UT2k4, dont know why but i dose!
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Kaz
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Post by Kaz »

Been playing alot of ut2k3 lately ;)

Also: http://portfolio.hourences.com/levels1.htm

Really beautiful work on here :o
o'dium
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Post by o'dium »

Small map detail model I just did out of boredom, heh:

Image
o'dium
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Post by o'dium »

Kaz wrote:Been playing alot of ut2k3 lately ;)

Also: http://portfolio.hourences.com/levels1.htm

Really beautiful work on here :o
Wow some of those shots are simply gorgeous... :icon28:
Method
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Post by Method »

After seeing Lunaran's test map, I got inspired to work on textures. Here's my test (ladder inspired by Lunaran also):

Image

Once I'll make a nice texture set, I'll probably design a tourney level set in abondoned building.

-Method
Kat
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Post by Kat »

What FOV is that? Do yourself a favour and set it back to the default, you can barely see what's actually going on in that shot becasue of all the destortion it causes. I've never understood why people think that looks 'cool' :icon22:
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dnky
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Post by dnky »

Good to see some more folks making assets, nice one:)
Monochrome has so been done though;)
Whatever....
Method
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Post by Method »

Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.

dnky: Won't be too monochrome once I'll finish up other textures.

-Method
Kat
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Post by Kat »

Method wrote:Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.
er... I know... I have been around for a while. bleh you know what, do what you want. :shrug:
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GODLIKE
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Post by GODLIKE »

(Those textures are 10% cooler.. ah, nevermind.)

Textures looking good.. Anybody want to *cough* put a whack of em into a set? I've got this TDM map to re-texture, if I ever have time..
TRINIX
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Post by TRINIX »

my new 1on1 ctf map, not to sure if its a bit "open" but here is a quick editor view!

Image
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corsair
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Post by corsair »

Kat wrote:
Method wrote:Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.
er... I know... I have been around for a while. bleh you know what, do what you want. :shrug:
Hey now, dont cool down .. this is a serious problem that should be dealt with! *cough*..

well never mind really (though I agree with kat that it usualy looks fugly =)
Method
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Post by Method »

Here's a FOV 90 shot. The geometry is just a place holder to test the textures.

Image

Edit: Updated this shot 4-5 time since it's been posted.

-Method
Kat
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Post by Kat »

That's better. Watch the specular levels on the bricks, although you can't quite tell from the shot it looks lilke you've still got a relatively high level which looks like that bricks are painted with gloss paint. Pull back the levels on the exposed bricks to give it some contrast (unless you've already done this).
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Amphetamine
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Post by Amphetamine »

That's looking tidy :D

Just to nitpick for a second though... Where have the loose bricks and rubble piles come from? There appears to be no structural damage to the walls and ceiling in that shot.
Method
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Post by Method »

Quick update with fixed (lowered) spec and more rubble.

Image

-Method
Kammesennin
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Post by Kammesennin »

ought to be missing a few pieces on the right wall as well.
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Amphetamine
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Post by Amphetamine »

Looking much better with the wall damage.

Maybe clip a couple of corners off the loose bricks and break some in half? Could even export a couple and model them so you can get them normal mapped into more worn shapes.
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