Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
broar
Posts: 52
Joined: Sun Jan 21, 2007 4:44 pm

Post by broar »

Thanks for the suggestions!

@ dichtfuxx: thx!

@ voodoochopstiks: i tried a "light -dirty" fake ambient occlusion lightmap render and the seam between the two materials were totaly dark. The screenshot above is an out of the box radiant compile. I think i´ll use the -dirty key in final compile and add some interesting diverting details like wires or controlpanels. Everything is in an VERY early state and any opinion is welcome.

AND: Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn. :icon25:

@ foo: You´re right. The terrain mesh will at least be an dotproduct2 shader with rock/grass texture. Maybe additional materials via alphamod brushes. Maybe i get this hot stuff to work. Some textures a simply just placeholders for now.

@bork[e]: thx!

It is nice to map in an 3D app! I´m getting away from simple axial block thinking. I suggest everyone getting in touch with mesh modelling in respect of bsp management.
Btw: i´m the first using my texture pack :tear:
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

broar wrote:Btw: i´m the first using my texture pack :tear:
No, you're not - though you're the first who posted screenies of a map that used it. I used it for a quickie map, but it's not public yet because it's in a very early state. I'm low on time and currently working on those CTF maps...

Don't forget to fix the small issues I told you about, btw!
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
broar
Posts: 52
Joined: Sun Jan 21, 2007 4:44 pm

Post by broar »

I forgot your small tourney draft! :icon32:

I´m also sorry for getting late with the asset! You´ll have it tomorrow.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

Don't worry about that, don't have much time atm anyways.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

thats one and the same map? pff... good luck at getting them two styles in together in a way that makes sense... looks like a terrible job there :)
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

Image
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

damn that's -very- cool
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

I think it looks better without the fogging =)
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
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

I think I'm just going to resign myself to modeling shotguns for the rest of my life:

[lvlshot]http://kaz.quakedev.com/junk/newshotgun.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/newshotgun_wire.jpg[/lvlshot]
[lvlshot]http://kaz.quakedev.com/junk/newshotgun_ingame.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 6:37 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

Work continues on the forklift... haha

[lvlshot]http://kaz.quakedev.com/junk/forkliftwip2.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 6:37 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
broar
Posts: 52
Joined: Sun Jan 21, 2007 4:44 pm

Post by broar »

Image

Image

Much looooooooonger!
Scale the barrel and everything is fine.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

[lvlshot]http://www.airsoftatlanta.com/images/new_shotgun_1b_jpg.jpg[/lvlshot]

;)
broar
Posts: 52
Joined: Sun Jan 21, 2007 4:44 pm

Post by broar »

HAHAHAHAHA
Looks like a airsoft fullplastic shotgun.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Post by Kaz »

mkay
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

Hipshot wrote:I think it looks better without the fogging =)
Have you seen it without fog?! :icon28:
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

ALMIghty have you released the assets for your map yet? They look great.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Post by ALMighty »

ix-ir wrote:ALMIghty have you released the assets for your map yet? They look great.
Maybe from a far. :P
I'll release a beta or something...
leilei
Posts: 145
Joined: Mon Mar 05, 2007 7:07 pm

Post by leilei »

some drider
Image
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

That looks pretty impressive! Fully animated legs? I think she would look better with a haircut, though. :drool:

Edit: actually, I don't quite like the ears. Didn't notice them the first time around, but they look kind of odd sticking out like that. I think she would look better with normal human ears instead of Elvish/Vulcan.
Last edited by obsidian on Mon Jun 25, 2007 2:18 pm, edited 1 time in total.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Post by g0th- »

Looks good. I like it with the exception for the hair :)
[url]http://www.g0th.se[/url]
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

For sometime I've been planning a qkennyq inspired project for D3/Q4.
After several hard drive failures I put my ideas to one side to work on other things. Not really feeling much desire to make another proper Q4 map, now seemed a good time to start my old project once again.
Here an in-game render of what I have so far:
Image
The shot is taken looking across the trancept and nave. I have a couple of ceiling sections still to finish, the floor area and four end sections, but this gives the general idea of where I am.
When I'm done with the interior I intend to build a separate exterior, but will come to that when I've completed this first phase.
Whatever....
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

hey man, go ahead and aim for 3 fps at max =)
btw, whatdyou mean by a 'seperate exteriour' ?
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

heh, actually it should run ok:)
By separate exterior I mean I plan to make the exterior separately. 2 distinct areas (maybe linked through a teleporter in a door way, not sure yet). If I dont do it this way tris will spiral somewhat out of control as a result of the non-visblocking functionality of real life based architecture.
Whatever....
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

Looking at that shot for some reason reminded me of both Medival and Devil May Cry.
Techx
Posts: 16
Joined: Thu Jun 15, 2000 7:00 am

Post by Techx »

i'm surprised so many people are still q3/4 mapping, some very impressive work here :icon25:
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