Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
APM
Posts: 4
Joined: Fri Oct 26, 2007 2:03 am

Re: Screenshots

Post by APM »

hey guys,

screens of a q3dm nearing completion;

Image

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Image

Image
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Screenshots

Post by pjw »

sock wrote:Coming Soon ...
Preemptive response to any "wtf :dork: this iz not quake?!" posts:

It's a cool game, you can make levels for it, and it's created by an old school Q3 mapper.

Shut up and wait for the goodies. :)
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hemostick
Posts: 203
Joined: Wed Feb 14, 2001 8:00 am

Re: Screenshots

Post by hemostick »

brush tech is on it's last legs (as has been sad before)
I think it's still sad ;)
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Kat wrote:brush tech is on it's last legs (as has been sad before).
I disagree with that, and I'm saying that as a heavy modeler, as you know. There's something about brushes that are still powerful for dropping down a layout for rapid prototyping that you can't do (as easily) in a modeling program. Games that have been created completely in a modeling program tend to be.... well, Halo-esque. Repetitive both visually and in gameplay. That's a generalization, but I think that is for the most part true.

Models will become a greater part in game design when it comes to adding high polygon detailed objects into the game world, but I think there will always be room for brush based objects as well.
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Foo
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Location: New Zealand

Re: Screenshots

Post by Foo »

APM wrote:hey guys,

screens of a q3dm nearing completion;
= AWESOME
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

@ APM, looks very old school, love the angled teleporter on top there and the sharp stairs.
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
Kat
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Re: Screenshots

Post by Kat »

pjw wrote:
sock wrote:Coming Soon ...
Preemptive response to any "wtf :dork: this iz not quake?!" posts:

It's a cool game, you can make levels for it, and it's created by an old school Q3 mapper.

Shut up and wait for the goodies. :)
I completely dissagree. I want goodies (more info please) :paranoid:
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
APM
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Re: Screenshots

Post by APM »

thanks for the encouraging comments!
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Yay for soft, alpha tested, per pixel shadows :D

Image
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

Cool Odium. Overdose is looking better and better.

Modo rendering:
[lvlshot]http://www.g0th.se/pics/g0th_rendering_7_1.jpg[/lvlshot]

Test in the unreal engine with vertex light:
I am thinking of making this a q3 map instead, but I lack the knowledge how md3 files work, read somewhere that q3 don't support soft edges... is that true?
[lvlshot]http://www.g0th.se/pics/ut_pics/ut_screen_08.jpg[/lvlshot]
[url]http://www.g0th.se[/url]
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Hipshot
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Re: Screenshots

Post by Hipshot »

Goth- just use ASE files. Check my new map, also has terrain...
What do you mean with soft edges anyway?
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
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Re: Screenshots

Post by g0th- »

Hipshot: I will check your map out. Thanks

soft/hard edges are kind of the same as smoothing groups in Max.
[url]http://www.g0th.se[/url]
obsidian
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Re: Screenshots

Post by obsidian »

Q3 supports smoothing groups/soft edges on models.
Kaz
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Re: Screenshots

Post by Kaz »

Damn o'dium that is looking sweet
Kat
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Re: Screenshots

Post by Kat »

g0th- wrote:Hipshot: I will check your map out. Thanks

soft/hard edges are kind of the same as smoothing groups in Max.
As Obsidain said, Q3 is fine with smoothing, but you'll need to keep the following in mind..

- hard edged seams (smoothing edges) where UVWmaps are split on the model
- 'forcing' smoothing has to be done using split vertices
- hide seams where possible in cracks and natural edges
- no alphaMod on *groups* of models so texture blending is a bit iffy over several mesh sections so you have to do a bit of preplanning

I know you've used some models before (Q4) so you'll know about the above, the main one for modelled terrain is watching where edges end up on smoothgroups, forced or indirect.

Map looks good btw :sly: If you do put this into Q3 make sure you've given yourself enough room to caulkhull the underhangs and whatnot where you have those leadins to tunnels otherwise hinting will be nasty!
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
g0th-
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Re: Screenshots

Post by g0th- »

Hey Thanks for the info Kat and Obsidian. I hope I can import this into q3. Also Hipshot your models are compiled into the bsp so I wasn't able to check them out (yes I been reading that gorgoyl model thread :) )
[url]http://www.g0th.se[/url]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Screenshots

Post by Kat »

grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links) http://www.katsbits.com/htm/maps/kat1024.htm
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Re: Screenshots

Post by dAde »

Installed Radiant and started to work on dAde_Rage again... after over 2 years of absence, sic! :). Just hoping to release second beta soon ;).

Image

Image
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
Fjoggs
Posts: 2555
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Re: Screenshots

Post by Fjoggs »

Needs more green! :owned:
dAde
Posts: 36
Joined: Tue Feb 08, 2005 6:27 pm

Re: Screenshots

Post by dAde »

No no no, not green! ;)
The textures are green and AFAIK most people who used this Charon texture set also used green light (or am I wrong? :P ).
More blue light and some neutral white - that's what I want :cool:
[url=http://dade.pl][b]dade.pl[/b][/url] | [url=http://maposfera.org]maposfera.org[/url]
g0th-
Posts: 262
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Re: Screenshots

Post by g0th- »

Kat wrote:grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links) http://www.katsbits.com/htm/maps/kat1024.htm
I was able to import my models in q3 using .lwo files though. So I think I go that way instead, its a bit easier sense modo writes .lwo natively. Thanks anyway, that Little rock map is great stuff :)
[url]http://www.g0th.se[/url]
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

dAde wrote:No no no, not green! ;)
The textures are green and AFAIK most people who used this Charon texture set also used green light (or am I wrong? :P ).
More blue light and some neutral white - that's what I want :cool:
MOER GREEN!11! >:( >:( >:( >:( >:(
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Screenshots

Post by Kat »

g0th- wrote:
Kat wrote:grab the sample maps and source files on my site it you want to look at terrain and ASE - this one for Q3 might be useful to you (grab the local link as PCG is dead and I've not had a chance to change the links) http://www.katsbits.com/htm/maps/kat1024.htm
I was able to import my models in q3 using .lwo files though. So I think I go that way instead, its a bit easier sense modo writes .lwo natively. Thanks anyway, that Little rock map is great stuff :)
Was going to suggest LWO but didn't know what sort of support modo had for it. Check to see if LWOs in Q3 support multimaterials (they do in D3/Q4) as that'll save you a lot of head aches re: smoothing and material assignments.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Re: Screenshots

Post by corsair »

Fjoggs wrote: MOER GREEN!11! >:( >:( >:( >:( >:(
you lunatic, it ought to be purple surely!
Fjoggs
Posts: 2555
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Re: Screenshots

Post by Fjoggs »

I thought you had a thing for pink?
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