Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

BJA: KP actually had quiet a few of those colored square neon signs (red, orange, yellow and violet).

http://pcmedia.ign.com/media/previews/i ... pin004.jpg
http://www.3dnews.ru/documents/639/kingpin06.jpg
http://www.sg.hu/kep/1999_08/kingpin3.jpg

KP is a combination of desaturated colors with little splatter of color.

I created that beam from scratch, had to paint the highlights and all. The reference that I had is the image I posted on this forum, can't really use that low quality and broken perspective photo. What I did was use the pen tool to trace the shape, then filled it with texture and started blending in layers. Then highlighted and darkened some areas.

-Method
BJA
Posts: 50
Joined: Thu May 17, 2007 8:15 am

Post by BJA »

Oh ok, Kingpin was really more colorful than I thought. It's such a long time that I played the game and from what I remember back than I thought it was most grey and brown desurated. Btw. if there will ever be a Kingpin2 I hope you'll be working on it ;) you did a very nice job to recreate the atmosphere, now when I compare your q4 shots with the screens you posted from Kingpin.
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

I'm crazy about KP man. Even guys that made it say I should let it go. KP2 was in development by a different studio a while ago, but after Interplay went down they canceled the project. It don't matter. If KP2 is not by Xatrix, then it's not KP2, fo'gettaboudit. Now people that worked on KP got spread all over the industry. Art Director joined Valve and worked on HL2. Senior LD went to id Software. Completely different companies, I tell ya.

Thanks man, I'd really love to work on KP2 (with the core company that made the first).

-Method
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Post by ix-ir »

Looks good Method, maybe add some definition to the piles of rubble? If that were real there would be whole and broken bricks in there, assuming it's the same stuff as the wall by it.
Lunaran
Posts: 34
Joined: Fri Dec 31, 1999 8:00 am

Post by Lunaran »

I really hate how viewing this forum will reload anew every image posted in a thread under all circumstances.

Isn't that kind of a waste of everyone's host bandwidth?
Method
Posts: 222
Joined: Thu Feb 28, 2002 8:00 am

Post by Method »

ix-ir: I agree with you man, but it's all brushes. The areas that I've been posting here run with 60 FPS. I keep them very performance friendly. If I'll go and chamfer the bricks then it would split brushes into more tris.

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

Post by dnky »

...or why not exploit the engine and use one mesh or even patch textured with a material with a really good broken brick normal :)
Whatever....
Strahlemann
Posts: 35
Joined: Fri Jan 13, 2006 6:45 pm

Post by Strahlemann »

Great work Method! I also love that kind of KP feeling in your screenshots. Can't wait to get my virtual presence running around in it. I'm also interested how you'll be able to support the already thick atmosphere with sound.
Very nice. Keep going.


I for myself worked on the 2048³ mapping contest for Nexuiz that hit the deadline today.
My submission is called "Strength" and uses a lot of evillairs eX textures. I'm thinking about a Q4 port.


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o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Just finished two locker models for OverDose, misc map detail. Ones a simple model, the other open for rarer, but finer detail. And yeah, it even has alpha tested coat hangers in there lol:

Image
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Floating window is the king.

Post by a13n »

@o'dium
Do those details have anything to do with gameplay?

This is my sowyd.
Automation of window placement and resizing.
Image

and below is an automation of keyboard scaling and arbitrary rotation.
Image

Both of them are achieved with a generic utility.(There is also a custom map save&backup button on the tool bar.)
Radaint 1.2.13 can be more comfortable even if its development is dead!
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

After spending some more time at the level, Still a lot more to do but its getting better and better
Image

Odium: that looker looks great nice work
Strahlemann: Do a q4 port :) I would love to try your map out
Last edited by g0th- on Wed Aug 08, 2007 11:39 pm, edited 1 time in total.
[url]http://www.g0th.se[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Looks amazing, g0th-, especially the textures. Only suggestion is the varied coloured lighting looks a little off. I would stick with a single colour scheme.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

I agree with Obsidian about the lighting. Texturing and modelling looks great!
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Uhm, maybe I have bad vision or maybe I just don't get this Q4 mapping thing. But I think the textures looks really blury and undetailed. Then the path down in the middle, the texture looks like a rooftexture...
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
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

obsidian and ALMighty I will look into the lightning a bit more and try it with a single color scheme thanks for your inputs.

Hipshot: yes it is a roof texture. I put it there as a placeholder for now. About the textures I agree with you that their are some of them that lacks details most of these textures doesn't have a decent specular map yet. This is my first serious try with textures so I am pretty much picking up a lot of things up as I go along with it. Feel free name any particular textures that you thinks looks bad and I see what I can do about it.
[url]http://www.g0th.se[/url]
ppp
Posts: 96
Joined: Sun Feb 04, 2001 8:00 am

Re: Screenshots

Post by ppp »

That is flippin lovely

Some very tiny uneducated comments:
I like the different colour for the lower 'level' it kind of highlights the fact you are in the dungeon area.
The 'cobblestone' texture of the walkway troubles me but can't put my finger on why it just looks out of place somehow, maybe a simpler texture would 'go' with the rest of the map theme. If you keep it, maybe make it 'greener' with a light or make the texture smaller, just a thought, maybe the border is too thick, dunno.
The opposite top wall facing you looks a bit bare. Flag, turret, geometry, decal. Personally I'd go high with a couple of tall flagpoles to give it even more depth.
Maybe place a different texture with a bit of colour inside the frames of the small turrets, this would 'draw' the eye upwards and open up the map a little.
Great work

Edit: forgot to mention I like the way you've made the architecture solid/heavy/purposeful/imposing. I find this is sadly lacking in a lot of maps and is especially important to get right with gothic maps when you have to make it look as if it was made with big/heavy blocks of stone
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

Thanks ppp That is some good suggestions. I think I am going to put a "church window" texture inside the frames of the towers or at least I am going to try to create one :)

About the bare side of the roof I am not sure what to do there yet. I will play around with it a bit and see what can be done. I am thinking flags/tower bricks atm.

And the cobblestone probably looks out of place because its a roof texture :)

Some new pictures:

Image
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[url]http://www.g0th.se[/url]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

few WIP shots from the current build of OverDose.

Whats not on display here, is the sun glare (Hence the tiny sun), tree shadows, and any actual structures in the map. Its a simple test. Lighting and those few tiny bits in there are all simple test media.

Image

Image

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dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

Really looking forward to the first release, O'dium!
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Screenshots

Post by pjw »

That's looking cool, and reminds me of the start of Oblivion... :)
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Already changed the lighting (Knew I would).

I'm now using tables to simulate lightnight strikes, and lightning light, so that when a strike happens in the sky, the whole surface flashes with it. Obviously I've darkened the tones and so on...

Its quite a nice little effect, and when I add the rain effects should be quite sweet :D

Thanks for the comments guys.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Still working on the lighting, but I changed it to night and also re-did the water:

Image

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

Re: Screenshots

Post by ALMighty »

The water looks great! I also like the sky and overall lighting. Very nice start.
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re:

Post by Castle »

o'dium wrote:Just finished two locker models for OverDose, misc map detail. Ones a simple model, the other open for rarer, but finer detail. And yeah, it even has alpha tested coat hangers in there lol:

Image
wow nice work on keeping uniform texel density.

pretty damn spiffy if you ask me!
- Russell Meakim AKA The Castle
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obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

I decided to start on something new today. I wanted to create a new layout and work on something completely independent of everything else I've been working on. Alpha should be available in the next day or two.

[lvlshot]http://www.robotrenegade.com/maps/obq3castiron/screenshots/alpha01_20070821.jpg[/lvlshot]
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