Screenshots
Re: Screenshots
Yeah, defrag rocks.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Re: Screenshots
about 20 minutes worth. i don't mind if the setting is intended to be dark. (=Hr.O wrote:Guess you haven't played D3 yetwattro wrote:definitely looks way too dark
also, i should note that when i looked at the screenies earlier, it was unusually bright but now that the sun has gone down and it's dark out (i'm in my gaming environment), the screens don't look as dark.
Re: Screenshots
Medium poly rotary engine model, less than a day's work in total (so far). Shows 7 and 14 cylinder varieties. I did a bit of research about how they worked, primarily because I wondered why rotary engines all had odd number of pistons arranged in a circle (the pistons firing times are staggered to fire every other piston). It's tricky modeling things in multiples of 7 around a circle since 360°/7 is not a pretty number, but I think it ended up pretty well.
Propeller looks like ass though, I'll have to tweak it some more.

Propeller looks like ass though, I'll have to tweak it some more.

Re: Screenshots
As usual, you guys continue to pump out high quality work... great stuff all.
Dilbert is a documentary.
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Here's something I made for Quake4. Almost everything custom content except some dirt decals.






Re: Screenshots

Made with blender.
Based on the doom3 imp model and textures.
Re: Screenshots
That is looking really nice manHere's something I made for Quake4. Almost everything custom content except some dirt decals.

[b]Ford '3-Poynt' Dye
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
Designer[/b]
[url=http://www.ravensoft.com/frameset.html]Ravensoft[/url]
[url=http://www.levelforge.com/index.html]Personal Site[/url]
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Re: Screenshots
wow, BJA and Broar, that looks fantastic.
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- Joined: Tue Jan 31, 2006 12:03 am
Re: Screenshots
BJA: That is, hands down, the best thing I've seen for the D3 engine. Great work!
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I think I second that.phantazm11 wrote:BJA: That is, hands down, the best thing I've seen for the D3 engine. Great work!
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Re: Screenshots
aye, that does look very nice indeed BJA.
If i may, I'd just like to be an arse on one thing; I like about all of what I see in those shots, especially the flower near the window :], but the projected light from the windows onto the floor and all the rubbish on it seems odd to me. Its because its all too perpendicular/aligned with the walls and especialy the floor and its texture. Surely there's one time a day when it can actualy look like that, but every other time it doesn't :P
You seem to have put a lot of effort on it, not sure if you finished your job on it, but I'd suggest you look at that one thing, cause it looks like you've been lazy on that part :P
and Broar, that's very nice too! (fits the mood of BJA's shot perfectly: ) How many polys are there on the model?
If i may, I'd just like to be an arse on one thing; I like about all of what I see in those shots, especially the flower near the window :], but the projected light from the windows onto the floor and all the rubbish on it seems odd to me. Its because its all too perpendicular/aligned with the walls and especialy the floor and its texture. Surely there's one time a day when it can actualy look like that, but every other time it doesn't :P
You seem to have put a lot of effort on it, not sure if you finished your job on it, but I'd suggest you look at that one thing, cause it looks like you've been lazy on that part :P
and Broar, that's very nice too! (fits the mood of BJA's shot perfectly: ) How many polys are there on the model?
Re: Screenshots
Thanks guys 
@corsair: Agreed, the projected light coming from the windows look really a bit too perfect aligned. I moved/rotated/scaled them a lot but wasn't always happy with the result since it always looked kind of strange. So I thought it would be best the way it is right now.
And yeah, I know that the two wooden planks on the right window don't cast any shadows

@corsair: Agreed, the projected light coming from the windows look really a bit too perfect aligned. I moved/rotated/scaled them a lot but wasn't always happy with the result since it always looked kind of strange. So I thought it would be best the way it is right now.
And yeah, I know that the two wooden planks on the right window don't cast any shadows

Re: Screenshots
hm, i don't know if the doom3 engine is very good for grimy industrial. it makes stuff (like that metal floor or the planks) which should be covered in dust and filth look shiny. otherwise you've almost got the HL2 look downBJA wrote:Here's something I made for Quake4. Almost everything custom content except some dirt decals.
*pix*

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Haven't really been doing any sort of development in the past 6 months or so, just kind of going to school and whatnot. Slightly OT, but I picked up with creating various UI for my q3 standalone:
[lvlshot]http://kaz.quakedev.com/junk/font2.jpg[/lvlshot]

[lvlshot]http://kaz.quakedev.com/junk/font2.jpg[/lvlshot]

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@seremtan: Actually that's a wooden floor and not metal
The texture is a bit blurry, maybe that's why it looks so unrealistic. The planks and the floor are so shiny because the specular map is too strong and the light is pretty close to them.
@Kaz: The planet in the background looks awesome, really like the texture.

@Kaz: The planet in the background looks awesome, really like the texture.
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bja: thanks, that's actually the mars image from one of ydnar's skyboxes... it's rather wonderful 
Here's a shot of the HUD:
[lvlshot]http://kaz.quakedev.com/junk/hudshot.jpg[/lvlshot]

Here's a shot of the HUD:
[lvlshot]http://kaz.quakedev.com/junk/hudshot.jpg[/lvlshot]
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What of ydnars skies uses that one?Kaz wrote:bja: thanks, that's actually the mars image from one of ydnar's skyboxes... it's rather wonderful
Here's a shot of the HUD:
[lvlshot]http://kaz.quakedev.com/junk/hudshot.jpg[/lvlshot]
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
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
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It looks like its from doom3, it being mars,
albeit slightly discoloured.
albeit slightly discoloured.
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i have no idea what the name of it is, it was just in my texture folder
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Looking great! I'd add more green elements like grass or ivy, cause it fits very well with the yellow/orange lights you've got there. You already have a plant on top there but it looks a bit lonely. Layout and texturing are also very nice, I like that concrete/brick/tech theme 

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on the gold side you could set the foliage in autumnal colours to complement the team colour.
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foo: its a q3 map (cpm3 remake, as the shot's names indicate). The last shot just shows a before/after variation of some aestetical improvement.
looks fancy btw sumatra, are you gonna release it before the new year? seems quite finished, or do you only have that atruim done as for now?
looks fancy btw sumatra, are you gonna release it before the new year? seems quite finished, or do you only have that atruim done as for now?
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That was a really clever suggestion though, re: the foliage. sumatra, ever consider a CTF version with green/gold? 'Course, you'd have to color-shift the flags, etc., but other than that, it would just be a copy-paste-flip (and/or mirror) and find/replace textures...corsair wrote:The last shot just shows a before/after variation of some aestetical improvement.
If the map wouldn't lend itself at all to CTF, then ignore me, obviously.

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It's cpm3 you nub.
The most played duel map like ever.
And pukka3ctf1 is green/gold.
Sum: check your pm

And pukka3ctf1 is green/gold.
Sum: check your pm