Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Very nice shot o'dium (this is using a heavily modded Quake 2 GPL right?), something that always kinda bugged me about Quake 2 was that the sky was various shades of red/orange but the maps themselves weren't lit as such. Are you considering having a light redish/orange tint on all the outdoor areas of the maps to match the sky?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

The engine was Quake 2, but it shares about as much in common with Q2 as Pong. All original media. Skies are sky portals now, so they can be whatever you want, and the lights are whatever is needed, obviously.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

@Shallow: It's not specifically automatic or just heightmaps, you can create it anyway you want. Like Kat's terrain that started as an ETQW terrain that got too big. Heightmaps are just often easier or a good place to start from, but there's no reason why you HAVE to build using them. But yes, the potential is there for something really unique and out there, but is usually neglected. That's why they need old-school mappers like us to show them how it's done!

@o'dium: Actually, they have. Someone was making that Hawaiian naval base using cartographic charts and someone else made some mountain or something, I can't remember.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Really? Thats good to know. I wish we new more about Mega Texture, so we could do it, but its just so complicated to learn. We have messed with certain things like that, it just takes a lot of memory...
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

I messed around most of tonight with other stuff (not func_breakable obs, heh), mostly q3map2 settings trying different things out.

I noticed this:

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There's no cracks in the brushes and the only light is the sun, any reason what's causing this?
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

are they mitred
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

No, the brushes are inside of each other.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Seeing as patches allow you to move each vert independently, try moving the verts on each piece so that they join. The problem looks like the lightmap isnt quite hitting the correct spot because they are pretty much taking up the same space.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Thanks o'dium, I'll give that a shot when I get home.
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Screenshots

Post by ix-ir »

Hard to tell what's going on from the pic - is the sky brush right next to the wall patches at the top? If so try raising the skybox brushes, this happens on normal brushes too when the skybox is right next to them.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Worked just dandy o'dium, thanks - and thanks for orignally suggesting it as an issue rgoer.

I was fairly busy tonight so I wasn't able to do much on the map - hope everyone had a great 4th of July, whatever you were doing where ever.
ix-ir wrote:Hard to tell what's going on from the pic - is the sky brush right next to the wall patches at the top? If so try raising the skybox brushes, this happens on normal brushes too when the skybox is right next to them.
Sorry about that, I'll try and make my 'problem pics' a little more informative. Normally I build a very large sky box around the map, but if I build a small one and run into this problem I'll try increasing it's size first before doing brush manipulation. Thanks for the suggestion. :)
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Re: Screenshots

Post by +JuggerNaut+ »

[quote="o'dium"][/quote]

nice SS, gay intro.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Image
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

I'm leaving the outside for the time being, it's basic layout is (mostly) done, minus a lot of details and other crap. I've decided to start work on the fort. The red team I'm going to do a very organic rocky/cave base look with warm lights. This is going to take the longest so I've decided to get the blue based out of the way. For the blue base (and side of the map) I'm doing a cold wintery look. I want to build the majority of the base out of curved surfaces and seem to be running into an issue, mainly my inexperiance:

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As you can see it's not blending well and looking very much so crappy. Could someone point me towards either a link or solution to solving this? I've tried doing the search here, looking over tuts and doing some google searches but my frutration and head ache are getting the best of me.

Any help would be appreciated.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Is the wall on the right side of the curve also a patch? If it isn't curved it shouldn't be...
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Just a regular boring old brush Señor Shambler

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bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Re: Screenshots

Post by bork[e] »

very early pic of a map I started two or so years ago, a few of you might remember it (map name was "shrimp" during testing I think). I've completely started over brush by brush, and have changed around ~50% of the layout.

[lvlshot]http://www2.mediafire.com/imgbnc.php/8581f5e5d4378ce5d63524ff1c9745ff6g.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 10:33 pm, edited 1 time in total.
Reason: lvlshot'ed that image.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Mack, try making the edges of the brushes stop at the edges of the patch.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Thanks for the suggestion Milk, I lined them up and the lighting was better.

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The curve itself is still sticking out pretty good. I was wondering if it was my texture + phong, so I tried some various quake 3 textures and depending on the texture the same results would happen. I'm going to mess with it more when I get home from work.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

If you align the texture correctly compared to the other texures around it, it will hide it much better too.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Yeah, the texture manipulation for curves is a bit of a bugger eh? Basically CTRL+N and that's it, I can't do anything in the surface modifier.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Of course you can. You can scale the tetxure on X/Y and move it on X/Y by as much as you want, same as a normal brush?
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Re: Screenshots

Post by sumatra »

You just need to press shift+s instead of only s for the curve surface editor. :olo:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

Doesn't move a pixel for me, now I know something is whack. I make the curve by creating a brush the size that I'd like the curve, then I select bezier from the menu and if facing the wrong way I invert the matrix.

EDIT: Thanks sumatra, I'll try that when I get home
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

This is a Call of Duty 4 map. I didn't think I'd actually start another one until I was done with mp_yuyuan but... I was bored and tossed this together in 10 minutes after really liking a doodle I made.

Going to go further with this. The idea is to create an industrial slum area built out of a lot of scraps. Think Sector 7 slums from Final Fantasy 7.

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