Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
jjensson
Posts: 16
Joined: Sat Oct 21, 2006 12:35 am

Re: Screenshots

Post by jjensson »

I always wanted to post in this thread. I know it's not Quake, hope you can forgive me:

[lvlshot]http://i231.photobucket.com/albums/ee123/jjensson/newest_vert_walkways.jpg[/lvlshot]

This map i build following a series of video tutorials, but the lighting is made by me. :paranoid: :cool:
UE3 combines lightmaps (on bsp AND models), dynamic lighting and shadows, normal mapping and specularity, and vertex lighting, all combined at the mappers discretion. Has great tools too.

OK, now flame me :cry: :D
jj

PS: Here is a lightmapped version of the catwalks. Not as punchy, more realistic. I cannot decide between the two:

[lvlshot]http://i231.photobucket.com/albums/ee123/jjensson/LM256.jpg[/lvlshot]
Last edited by jjensson on Mon Dec 03, 2007 9:20 pm, edited 1 time in total.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

Looks cool, but won't run on my box. :(
jjensson wrote:OK, now flame me :cry: :D
What for? ;)
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
jjensson
Posts: 16
Joined: Sat Oct 21, 2006 12:35 am

Re: Screenshots

Post by jjensson »

dichtfux wrote:Looks cool, but won't run on my box. :(
It runs better than you think. Runs very good on an overclocked Geforce 7950GT (nice settings + 1280px).
dichtfux wrote: What for? ;)
I remember the thread in the general section, where most of the Q3W guys slammed the new UT3. I'm still expecting strange reactions... :D
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Ah but this is LEM, not GD :)

The LEM community has a common love of all things mapping/modeling regardless of the enginer used. If we didnt it would be almost as silly as artists feuding over if a person painted with watercolor or oil paint.

Now, on to your screenshot, looks quite excellent. I didn't buy UT3 unfortunately because it wanted my computer to have a dual-core processor optimizer installed to keep the game from crashing on startup. This caused my computer to have frequent blue screen of death errors though.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

And wait, that's just an editor shot? Or does the editor just "pause" the game and let you edit it on the spot?

Im intrigued by this choice in lighting method. I want to get the editor now :P
jjensson
Posts: 16
Joined: Sat Oct 21, 2006 12:35 am

Re: Screenshots

Post by jjensson »

Editor shot with all stuff hidden and perspective view maxed. But you can play in the editor (sort of - extra window) for testing purposes.

Here you can see the other stuff including the light actors:

[lvlshot]http://i231.photobucket.com/albums/ee123/jjensson/editor.jpg[/lvlshot]

BTW, as you can see, i upped the lightmap res on the catwalk meshes to 256. Eats more VRAM but sure looks nice. The lift and the door only work with dynamic lighting (because they move). The doorframe itself is vertex, some other (smaller) stuff too. But all surfaces can receive dynamic lighting (like stencils or even, i think, soft shadows from players, etc.)

Man, this month i'm starting my own map. Time for planning and drawing i think. :D
jj

PS: Enough UE3 pics, i'm feeling like spamming the thread. If someone is interested i can make an extra thread for this. Or just visit the EPIC forums...
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

I'm always happy to see different things in here.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

Looks cool! Spam away, this thread needs all the activity it can get! :)
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

How long does it take to compile that map in unreal3?
It looks good
[url]http://www.g0th.se[/url]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

Also, for images that big, use the [lvlshot] tag ;)
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Done.


As a general reminder to everyone, try to be 56K friendly. A bit of resizing and JPG compression goes a long way. Photobucket thumbnails are good too.
jjensson
Posts: 16
Joined: Sat Oct 21, 2006 12:35 am

Re: Screenshots

Post by jjensson »

g0th- wrote:How long does it take to compile that map in unreal3?
It looks good
There are 2 rooms and because of lightmaps on static meshes and higher lightmap resolution it takes a bit longer than normal - between 2:30 and 3 min.
jj

PS: I tried to make the screens smaller, but didn't found the right tag. I'll use lvlshot next time. Thanks!
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Curious, how does it stand with Unreal editing these days, is it drop a few structural brushes and then add a plethora of models? Or is there still a significant amount of brushwork? I'm referring to the stock Unreal 3 maps, not custom ones.

I've been playing through Gears of War on PC and it looks like the whole thing is made up of models. Good in some ways (high visual fidelity) bad in others (repetitive - they use some models waaaaay too much).
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

Its all models in the stock maps.

Basically you don't even use brushes for covering of vis. I looked at some maps in the ut3 editor and saw that it had 2200+ models in it. And the hole map was probably around atleast 500 k tris
[url]http://www.g0th.se[/url]
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

when I was working with the unreal 3 engine, we would get regular drops of gears content before gears shipped... gears levels had a handful of huge brushes defining floors, some walls in some places, etc, and then everything else was meshes

you could open up that first level of gears and if you hit w to turn off meshes in the renderer you were left with something like 8 brushes
blushing_bride
Posts: 11
Joined: Fri Feb 16, 2007 9:35 pm

Re: Screenshots

Post by blushing_bride »

I've been admiring the work in this thread since it was on about page 30, so I thought I would contribute after lurking for so long (ignore framerate as screens taken in the editor on a low end system).

[lvlshot]http://img.photobucket.com/albums/v31/blushing/c1_2.jpg[/lvlshot]

[lvlshot]http://img.photobucket.com/albums/v31/blushing/c1_1.jpg[/lvlshot]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Gee wiz... those are nice textures. Nice use of normal maps. High-poly model generated?

Looks a little too "clean" though, slap some decals here and there to give it that "aged" look.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

Yeah that looks very nice
[url]http://www.g0th.se[/url]
Pext
Posts: 4257
Joined: Thu Aug 28, 2003 7:00 am

Re: Screenshots

Post by Pext »

reminds me of tombraider 1 :)
blushing_bride
Posts: 11
Joined: Fri Feb 16, 2007 9:35 pm

Re: Screenshots

Post by blushing_bride »

obsidian wrote:Gee wiz... those are nice textures. Nice use of normal maps. High-poly model generated?

Looks a little too "clean" though, slap some decals here and there to give it that "aged" look.
Some of the textures were generated from models in max (which im currently learning how to use hence the entire map is made in max). The other textures are just photo sourced and run through the nvidia normal map plugin.

Good idea with the decals, i was thinking of slapping lots in the exterior area to weather it a little.
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Love the pillars in the first shot. Great work.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

A map for the "defrag" mod Q4RUN that I been working on. Still not really happy about the lightning and the cave texture resolution need some more love. Probably releasing this tomorrow at the q4run site http://q4run.thetobi.eu/
[lvlshot]http://www.g0th.se/pics/q4run01/q4_run04.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/q4run01/q4_run05.jpg[/lvlshot]

some more and earlier shots:
http://www.g0th.se/pics/q4run01/q4_run01.jpg
http://www.g0th.se/pics/q4run01/q4_run02.jpg
http://www.g0th.se/pics/q4run01/q4_run03.jpg
[url]http://www.g0th.se[/url]
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Screenshots

Post by wattro »

definitely looks way too dark
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Screenshots

Post by pjw »

wattro wrote:definitely looks way too dark
It doesn't look too dark to me--I like it. :)
The light level does look maybe a little "samey" overall--that 02 shot especially needs some lovin', but I like the overall look of it.

Checking out the mod...sounds interesting.
Hr.O
Posts: 152
Joined: Wed Jul 12, 2000 7:00 am

Re: Screenshots

Post by Hr.O »

wattro wrote:definitely looks way too dark
Guess you haven't played D3 yet :p
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