Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
unitool
Posts: 77
Joined: Sat Dec 18, 1999 8:00 am

Post by unitool »

Yes, those photos were the inspiration for my map. They asked me at work to pick an environment to recreate and that is what I chose because who doesn't like cool Russian tunnels?

I may return to it someday if I get a chance. I picture a creepy "alien"/"the thing" sort of vibe for the environment, but if I were to use it for something at work, there would probably not be a shape-shifting monster in the level.
Sometimes I feel like I've been blessed.
I'm doing what I want, so I never rest.
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Post by wattro »

You saying Hitler isn't shape shifting?

By some accounts...
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

frag box:
Image

frag box loaded: this is an extreme version of "frag box". When you spawn you are given all the pickups (e.g. quad, haste, regen..etc, but no flight pickup) all the weps other than the bfg, armor, health ammo and so on. crazy gameplay.
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broken ring of death: the ring of cylinders in the middle revolve around the center of the map like a carousel to get in the way of a constant clear shot.
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death trap:
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wandering pit:
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concrete park:
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space psycosis:
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lab breach:
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passing away: fog prevents full view of the map and it is fairly large

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tribute to space map: I always loved the spacemap ctf, but felt it could use some more action so I added some.
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capture hall:
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capture nebula:
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team keep:
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Uh, well....good luck with that. :shrug:

[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

Capture Nebula in the Levellord vein of CTF?
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

BTW ix, your screenshot looks hawt.
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

Thanks wvw, what are you up to these days?
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

ix-ir wrote:Capture Nebula in the Levellord vein of CTF?
Not sure what that is ix-ir. Sorry. Been out of the loop for a loooooong time now. :P
Uh, well....good luck with that. :shrug:

[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

Magnus wrote:
ix-ir wrote:Capture Nebula in the Levellord vein of CTF?
Not sure what that is ix-ir. Sorry. Been out of the loop for a loooooong time now. :P
He means the map reminds him of Levelord's infamous map ASSault for some reason ;)
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Post by Foo »

Lol I only just noticed the huge penis

I have a friend who studied design and we shared a house while at uni, and he had the unfortunate 'skill' of crafting all of his project to be somehow phallic. He'd frequently be sketching and throwing out designs because it 'looked like another freaking cock'. He got no end of shit for it from me.

He ended up retitling one particularly schlongish-looking project piece to 'C'est ne pas une pipe' :olo:
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

:olo:

Hehe. I built the damn thing and never noticed.

Now that I see it I also noticed the pair of spread legs it is headed towards.

No doubt where my subconcious was while making that map XD.
Uh, well....good luck with that. :shrug:

[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Just trying to be unreal.
Image
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

Plant 2 flags and you're done ;)

Hope the lower level gets a jump pad :/
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Yeah, 1st of all it should be more visual-oriented than gameplay.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Just trying to be unreal(boiling lava). :p
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(and teleporter) :p
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Last edited by a13n on Fri Jun 08, 2007 11:59 am, edited 2 times in total.
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Some new bits from me:
Image
Image

Ignore frame rate, that's all in hand. Slow progress as always for Q4 with me, as every material, models, normal map etc needs builing from scratch. Every thing on screen is a custom asset. The bottom shot is the hall way running from the doorway more or less in the centre of the first image.
Whatever....
kloffy
Posts: 18
Joined: Sun Nov 26, 2006 4:08 pm

Post by kloffy »

ix-ir wrote:A shot of the akumacpm1 remix I'm working on.
Very slick, I love it!
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

dnky, the levels look nice but the lighting is really bad :( To much ambient. Ambient lighting should only be a very dark grey.
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

I don't use anbient;)
Whatever....
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

dnky: Looks good, but I feel like if you used higher res textures it would look even better. Also wise use of dirt decals to smooth the transition between textures can lead to nice results.

-Method
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

The textures are in the most part 512 x512, I didnt really want to go to 1024. I agree with you about decals, and do intend to do a couple of decal passes before the map is done. The room with the stairs uses vertex blending on the floor/lower section of the wall, but the effort to that in most part would be more quicklit achieved with decals.
Whatever....
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Hmm 512 x 512, but looks kinda blurry. Maybe it's screenshots. If not, try copying your diffuse as new layer, use High Pass filter and set the layer to Vivid Color mode. Play around with opacity for sharpness level.

Step by step can be found here:

http://www.methodonline.com/texture_tutorial.htm

Also your stairs on the first screenshot look tilable. You can see that orange line going up vertically. What I would usually do in that case is select a few random steps and flip a texture a bit. That breaks the repetition and fixes the problem.

Good progress,

-Method
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

ah, good point with the stairs, I had meant to do that and forgot.
Maybe the image, issues with jpg conversion perhaps. Some of the normals still need a bit of tweaking out too, so that maybe a a contributing factor. Just a couple of photo sourced textures with specific detail meant that I had to render out normals from the source image, which is never really that good, despite cleaning out a lot of the surface noise first. I'll keep playing, and thanks.
Whatever....
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

Try this porgram for rendering normals using photo reference:

http://www.crazybump.com/beta/download.html

-Method
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

yes thanks....been on the beta list for some time:) It is far better than the PS/Gimp plugins, and I like the new normal map mixer. But that said, certain images with a lot of surface detail (like uneven brick work where there is a lot of dark shadowy areas) can still cause problems and require some image processing for it to produce a clean enough output.
Whatever....
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

Sorry if this image is too large, will resize if required.
Been working on wall painty concrete textures/decals. Not a very exciting area (rectangular box with pipes in ;) ). I borrowed the ceiling sky light images from Lunaran, but the girdery bits are mine. They look at little odd from that shot because they are actually on an angle.
Image
Whatever....
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