Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
wattro
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Re: Screenshots

Post by wattro »

i like it... it's even got crates! :)

edit: don't know about all those lights in the ground, seems overkill and a bit weird (though it is only alpha)
g0th-
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Re: Screenshots

Post by g0th- »

blushing_bride wrote:
g0th- wrote:besides I think it's a bit to high-poly for Q4
it will probably be fine as long as you don't expect it to run at 60fps on a low end machine. The great thing about creating assets outside of radiant is that you can use them in just about any game engine you can get your hands on :) Looks promising
I have to admit that I am a sucker for fps on my maps, I always try to stick to the common performance settings.
regarding using models in different games you got to be aware of the that the scale can be quite different between them. I know quake and unreal are using the same units, but unreals players are different in size from the quake players and so the scaling on everything becomes an issue
Kat wrote:UT3 = 'prefabs' are your bestest friends :sly:
hehe, I planed to reuse quite a lot :)
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pjw
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Re: Screenshots

Post by pjw »

phantazm11 wrote:Q4 coolness
That's looking really nice. I look forward to playing it. :)
g0th- wrote:regarding using models in different games you got to be aware of the that the scale can be quite different between them. I know quake and unreal are using the same units, but unreals players are different in size from the quake players and so the scaling on everything becomes an issue
This got me to thinking...that does look really cool, and it's a shame that it might not quite work in both games, simply because of player-scale issues (and other gameplay stuff like movement/jump distance/etc.

It might be an interesting exercise (by some modeler at some point) to make a series of modular building bits with small "spacer" chunks--both on X/Y and n/Z--that would allow expansion and adjustment of the overall layout for different engines, without really changing it in any way. Unfortunately, this sort of thing would really only apply to levels that were being developed for more than one engine, which pretty much would only happen in a hobbyist environment, and in that case, the person is probably going to just say "screw it" and make something different anyway. You would also have to build with that in mind from the start, and I'm certainly not suggesting you change what you're doing.

Point? I dunno...I guess just Image
ShadoW_86 wrote:alpha
That's looking nice too. I like the generally open feel of it, and the great multi-layer/over-under stuff you have going on. Very cool looking layout, from those shots. I agree with wattro about the abundance of floor lights, especially on asymmetrical bits like in the first shot...maybe just use them on big, squarish, centerpiece sort of floors? And, yeah, it's only alpha. :)
o'dium
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Re: Screenshots

Post by o'dium »

ShadoW_86... Those better not be Quake 4's diffuse textures...?
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Actually they are :). This is evillair's eX texture set.
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o'dium
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Re: Screenshots

Post by o'dium »

But they wont render correctly, because they are flat diffuse only textures...?
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Yes, they are simple images without any shaders. I like how it look :).
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g0th-
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Re: Screenshots

Post by g0th- »

pjw wrote:
g0th- wrote:regarding using models in different games you got to be aware of the that the scale can be quite different between them. I know quake and unreal are using the same units, but unreals players are different in size from the quake players and so the scaling on everything becomes an issue
This got me to thinking...that does look really cool, and it's a shame that it might not quite work in both games, simply because of player-scale issues (and other gameplay stuff like movement/jump distance/etc.

It might be an interesting exercise (by some modeler at some point) to make a series of modular building bits with small "spacer" chunks--both on X/Y and n/Z--that would allow expansion and adjustment of the overall layout for different engines, without really changing it in any way. Unfortunately, this sort of thing would really only apply to levels that were being developed for more than one engine, which pretty much would only happen in a hobbyist environment, and in that case, the person is probably going to just say "screw it" and make something different anyway. You would also have to build with that in mind from the start, and I'm certainly not suggesting you change what you're doing.

Point? I dunno...I guess just Image
You can resize meshes in the ut3 editor so for q4 to ut3, just make them scale to q4 and then rescale them for ut3 if you want to use them in ut3.
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pjw
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Re: Screenshots

Post by pjw »

g0th- wrote:You can resize meshes in the ut3 editor so for q4 to ut3, just make them scale to q4 and then rescale them for ut3 if you want to use them in ut3.
That's good info to know; I've never messed with the UT3 editor. Thanks!
dubz
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Re: Screenshots

Post by dubz »

looks like a fun map shadow... if you have it up on any servers, id be glad to play some games on it or arrange to put it up on a server for testing
Plan B
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Re: Screenshots

Post by Plan B »

I'd have to agree with o'dium, shadow.

I can visualize that geometry being complimented much better by a texture set of a higher quality (prerendered, non-bumpmap stuff).
Strahlemann
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Re: Screenshots

Post by Strahlemann »

@shadow
The layout looks like fun.
You could give Nexuiz a try with that map, because the eX textures are part of the game + you can have a look at your map with gloss and bumpmapping enabled.
(Nexuiz supports q3bsp, so for testing no changes to your map are necessary, but you'll need to compile your map with -deluxe to enable all those nice shiny fx)
Only having those diffuse textures really looks kinda flat :/
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Hmmm, you guys are such honest :). I quite like how this map look, it was supposed to be as simple and pure as it is possible. No fancy geometry and that kind of things. Quite opposite to my last map Destroyer :). As soon as I'll have some time, release first beta. And then if you will still be suggesting eX set is not good enough, I'll change it. Thanks for comment anyway! :)
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seremtan
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Re: Screenshots

Post by seremtan »

still plodding away through this HL2 mod

this area is very unfinished. more shacks and props to go, and the lighting needs a rethink, but it's kind of getting there:

Image

Image

playing crysis makes me realise how creaky the source engine has become - at least visually anyway :(
pjw
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Re: Screenshots

Post by pjw »

seremtan wrote:playing crysis makes me realise how creaky the source engine has become - at least visually anyway :(
I don't know that I'd agree. It doesn't have the sheer level of detail and bells and whistles perhaps, but there's something about a slightly sparser, cleaner looking scene that I can really appreciate...sort of like a well-framed photo of a particular subject, rather than a photo of a mosh pit where you're seeing everything at once.

This has it, and is looking great (although, yeah, the lighting is a bit vague--is it dusk? The sky looks it, but the lack of shadows looks more like night, in which case it needs to be darker, etc. blah blah

As a player, I would be sad if I couldn't somehow get up into the top of that little four-story dealie right on the water. :)
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seremtan
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Re: Screenshots

Post by seremtan »

pjw wrote:This has it, and is looking great (although, yeah, the lighting is a bit vague--is it dusk? The sky looks it, but the lack of shadows looks more like night, in which case it needs to be darker, etc. blah blah
it's night, and i upped the brightness a little since all my night-time shots come out way too dark. probably overdid it
As a player, I would be sad if I couldn't somehow get up into the top of that little four-story dealie right on the water. :)
there are actually two beach areas like this (the other is to the left of the high octagonal building with the green roof in the second shot): the second beach will have similar buildings the player will progress through (it's a loop - the players gets to the far end of the 2nd beach, finds a raised bridge, has to loop back along the beach through the shacks on the 2nd beach to reach the hut just below the octagonal building, where they switch power from the thumpers to the bridge. just one problem - antlions spawn on the beach, and the player can't return to the bridge without going back down to the beach...)
voodoochopstiks
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Re: Screenshots

Post by voodoochopstiks »

Nice seremtan! I really dig some of the roofs, especially the red roof on the big white house there! Keep it up, you might wanna break up the sand with some more rocks or stranded boats or debris or whatever, it looks a bit repetitive atm.
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obsidian
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Re: Screenshots

Post by obsidian »

washed up seaweed and lobster traps. Look up some photos of fishing towns from Nova Scotia, Newfoundland, New Brunswick and Prince Edward Island to get a really good idea of what a fishing town should look like, eh.

(That rock arch in the distance reminds me of Bay of Fundy).
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seremtan
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Re: Screenshots

Post by seremtan »

there's going to be reasonable amount of physics prop stuff lying around the beach, so players can use it to stand on if they don't feel like dealing with antlions

no seaweed or lobster traps i'm afraid (valve didn't make any, and i'm not going to), just rowboats, plastic barrels and assorted flotsam
UniKorn
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Joined: Tue Oct 23, 2001 7:00 am

Re: Screenshots

Post by UniKorn »

Working on a CoD 4 map, early wip

[lvlshot]http://www.frostmane.be/images/shot0006.jpg[/lvlshot]
[lvlshot]http://www.frostmane.be/images/shot0007.jpg[/lvlshot]
[lvlshot]http://www.frostmane.be/images/shot0008.jpg[/lvlshot]
obsidian
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Re: Screenshots

Post by obsidian »

Hey UniKorn. Looks good, how similar is CoD4 editing to Quake 3? As I understand it, CoD4 is somewhat based off of the Quake 3 engine back when they licensed it for the first CoD.
d3mol!t!on
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Re: Screenshots

Post by d3mol!t!on »

obsidian wrote:Hey UniKorn. Looks good, how similar is CoD4 editing to Quake 3? As I understand it, CoD4 is somewhat based off of the Quake 3 engine back when they licensed it for the first CoD.
It's still very similar to Q3 editing, and uses a modified version of Radiant. There are quite a lot of game specifics to get used to, but Infinity Ward have documentation that covers a lot of it: http://www.infinityward.com/wiki/index. ... =Main_Page. Otherwise you have a few sample maps that help, but it shouldn't be too hard to jump into from Q3 editing anyway.
obsidian
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Re: Screenshots

Post by obsidian »

I've been experimenting with Adobe Illustrator for creating resolution independent scalable vector textures. There's something nice about not having to worry about textures being either too large or too small:

Image
UniKorn
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Re: Screenshots

Post by UniKorn »

obsidian wrote:Hey UniKorn. Looks good, how similar is CoD4 editing to Quake 3? As I understand it, CoD4 is somewhat based off of the Quake 3 engine back when they licensed it for the first CoD.
It's pretty much the same. Think you can compare it mostly to ET mapping as far as entities is concerned. They got a few nice things like the terrain tool (already there in Cod1 as well btw :) ) and in editor lighting (pretty heavy, so I put it mostly off) and they block out area's by using portals, so that if you are not looking "inside" a house it will not render the inside of the house. For the rest its pretty much the same.
pjw
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Re: Screenshots

Post by pjw »

obsidian wrote:I've been experimenting with Adobe Illustrator for creating resolution independent scalable vector textures. There's something nice about not having to worry about textures being either too large or too small
That looks cool.

Say more? How does that work? What are the pros/cons?
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