Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

A little update on the progress on my ut3 map.
[lvlshot]http://www.g0th.se/pics/g0thut3dm1/dm-windbook_03.jpg[/lvlshot]
[url]http://www.g0th.se[/url]
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monaster
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Re: Screenshots

Post by monaster »

Dammit, THAT looks sweet! The terrain with that single tower on top of it seen in the background - does it still belong to your map or is it part of the skybox (or whatever there is in UT3)?
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
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obsidian
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Re: Screenshots

Post by obsidian »

Wow... very nice. Only suggestion is that those plants hanging down look a little billboardy and the grass looks weird growing on the stone bits.
g0th-
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Re: Screenshots

Post by g0th- »

Thanks guys.

Monaster: it's part of the map.

Obsidian: agreed. I will have to remake those plants and remove the grass from the stones.
[url]http://www.g0th.se[/url]
phantazm11
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Re: Screenshots

Post by phantazm11 »

That looks really nice g0th. Some of the shapes you have there are very cool.
MackXX
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Re: Screenshots

Post by MackXX »

Very nice work g0th! I like your rock wall. :)

Slums would work well for COD4 Milk, I'm looking forward to seeing how you take things. Are you doing more 3rd world or north american style?

I've just been working/fighting/learning curves in my map and restructuring a lot of stuff while still keeping the same layout. I'd like the blue base and red base to have very different looks but still have the same flow, should be interesting.
g0th-
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Re: Screenshots

Post by g0th- »

Phantazm11: thanks man :)

MackXX: thanks
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Plan B
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Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Some early brush and patch-work:

[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/cod4ed01.jpg[/lvlshot]

[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/shot0005.jpg[/lvlshot]

[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/shot0004.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 10:40 pm, edited 1 time in total.
Reason: lvlshot'ed those images.
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

New map I just finished up. Called "Yeah Whatevah"

Image
Image
Image
Image
dichtfux
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Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

Impressive.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Re: Screenshots

Post by ^misantropia^ »

Warsow? Liking the cell shaded look BTW, very nice.
rgoer
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Re: Screenshots

Post by rgoer »

does war§ow apply the outlines effect on its own to the scene as a whole or is it still incumbent upon each level designer to set up their shit correctly in order for outlines to work?
jkoder
Posts: 59
Joined: Tue Jun 17, 2008 9:10 pm

Re: Screenshots

Post by jkoder »

o'dium wrote:ITS ALIVE!!!

But what IS alive....? Nobody knows...

Image

Is that really from Quake II?

Oh my... How many people are working on this overdose project? I want to eventually do something similar with QIII (in the way of updating the game or making a total conversion)
but I don't have the contacts yet in the graphics department and not even a proof of concept for what I want to do. Shame Java doesn't cut it in the gaming industry, I could have been making tracks already instead of writing code to help financial organisations make more money.

Graphics on here are dope by the way, shame really that Quake IIII maps look cool and the game sucks ass. Imagine if Quake III using ioquake source had mapping capabilities like Quake IIII...This would crazy so many great looking games could be created and given away for free.
Kaz
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Re: Screenshots

Post by Kaz »

I feel as though even if lightmaps and other technology that Q3 uses is pretty dated these days, it's still an engine that talented people can produced very impressive levels in.
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

rgoer wrote:does war§ow apply the outlines effect on its own to the scene as a whole or is it still incumbent upon each level designer to set up their shit correctly in order for outlines to work?
It's an option the client can set whenever he/she plays the game. You can have lines drawn on models as well, but both are optional. I personally love the way it looks because with Hipshots textures (in everything I've ever used of his) look GREAT with it. It almost looks like a comic book to me in game.
o'dium
Posts: 11712
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Re: Screenshots

Post by o'dium »

jkoder wrote:
o'dium wrote:ITS ALIVE!!!

But what IS alive....? Nobody knows...

Image

Is that really from Quake II?

Oh my... How many people are working on this overdose project? I want to eventually do something similar with QIII (in the way of updating the game or making a total conversion)
but I don't have the contacts yet in the graphics department and not even a proof of concept for what I want to do. Shame Java doesn't cut it in the gaming industry, I could have been making tracks already instead of writing code to help financial organisations make more money.

Graphics on here are dope by the way, shame really that Quake IIII maps look cool and the game sucks ass. Imagine if Quake III using ioquake source had mapping capabilities like Quake IIII...This would crazy so many great looking games could be created and given away for free.
Its about as much Quake 2 now as Doom 3 is. Our coder has pretty much ripped out, well, everything. Not even the console is the same anymore. That shot there is made from scratch, Quake 4 map format (Supports Q3, D3/Q4), new md5mesh and md5anims, fully scriptable UI like Doom 3's... God I could go on all day about the stuff serks added to the engine...

Lets put it this way, we had a map 10x the size of the largest map ET:QW has working with no real loss of frame rate... Trouble is what the feck you do with a map that big :p
o'dium
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Re: Screenshots

Post by o'dium »

Kaz wrote:I feel as though even if lightmaps and other technology that Q3 uses is pretty dated these days, it's still an engine that talented people can produced very impressive levels in.
Couldn't agree more. In fact I still feel lightmap technology has some way to go, just not in its Q3 form. You can get utterly amazing visuals by combining a lightmap from a world with per pixel lighting for example, using the lightmap as a sort of ambient pass on the world. Lightmaps are cheap, and these days can be quite high res with no real memory loss thanks to all sorts of compression. In fact, even in games that just use standard shadow mapping on dynamic models, a high res lightmap on the world can look so much more amazing than anything else, simply because you have control over light bounce. Trouble is its not real time, which is what we are all trying to work towards.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

[lvlshot]http://www.simonoc.com/images/design/maps_q3/mgsky3v1l.jpg[/lvlshot]

I like to look up a lot and created a small collection of sky screenshots of my latest Q3 map.
More Screenshots to look at.

Sims
Well he was evil, but he did build alot of roads. - Gogglor
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Kat
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Re: Screenshots

Post by Kat »

sock wrote:[lvlshot]http://www.simonoc.com/images/design/maps_q3/mgsky3v1l.jpg[/lvlshot]

I like to look up a lot and created a small collection of sky screenshots of my latest Q3 map.
More Screenshots to look at.

Sims
Nice one :sly:
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scythe
Posts: 66
Joined: Mon Mar 25, 2002 8:00 am

Re: Screenshots

Post by scythe »

Very cool, Sock. Can't wait to see that map.
ALMighty
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Re: Screenshots

Post by ALMighty »

Gone back to snow again..

[lvlshot]http://alm.gamedesign.net/images/shot0291.jpg[/lvlshot]
[lvlshot]http://alm.gamedesign.net/images/shot0292.jpg[/lvlshot]
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Shallow
Posts: 167
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Re: Screenshots

Post by Shallow »

ALMighty wrote:Gone back to snow again..

[lvlshot]http://alm.gamedesign.net/images/shot0291.jpg[/lvlshot]
Definitely some great progress on this!

You know, what might look really nice is if you had a snow texture that had a bit of filth, grit and rubble in it and used alphamod stuff to blend it in around the bottoms of the walls in some places. You should probably add snow here and there on surfaces above ground level too. It's particularly odd that there's none on the roof for example.
ALMighty
Posts: 542
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Re: Screenshots

Post by ALMighty »

Shallow wrote: Definitely some great progress on this!

You know, what might look really nice is if you had a snow texture that had a bit of filth, grit and rubble in it and used alphamod stuff to blend it in around the bottoms of the walls in some places. You should probably add snow here and there on surfaces above ground level too. It's particularly odd that there's none on the roof for example.
Thanks a lot! :)

I'm in the process of adding snow to surfaces right now. I tried having a snow texture with an alpha channel on the lower part of the bricks and the wood parts that are under sky, but it didn't look right. It just cuts right off from the snow to the other texture which makes it look not like snow at all. Even though in the alpha channel of the texture I painted it to have a smooth transition. Is there some other way of doing smooth alpha transitions that I am not aware of, maybe this alphamod you are talking about? In that case I have to check that out, I've never tried it.

I'm thinking of doing like Hipshot did with the ground in his Industrial map and painting a big texture for every surface that I want snow on. That looked great for him in that map. I'm not sure how he managed to do it though.

I also would like to have snow on the trees, but I'm not very good with uwv mapping for trees. Right now I just used the 'UVW Map' modifier set to a tube in 3dsmax. Snow in the trees would look so much better. I have to learn how to do that.

I painted some snow on the roofs now btw.

[lvlshot]http://alm.gamedesign.net/images/shot0294.jpg[/lvlshot]

Needs some more work though..
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o'dium
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Re: Screenshots

Post by o'dium »

Dude, the thing thats standing out for me is the harsh difference in the floor and the stone walls. You can solve that by either blending soem snow decals at the base of the walls or just make a blended texture.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

o'dium wrote:Dude, the thing thats standing out for me is the harsh difference in the floor and the stone walls. You can solve that by either blending soem snow decals at the base of the walls or just make a blended texture.
Yeah, I'm doing that right now. As I said I tried alpha blending didn't look very good, but I thought I did it wrong or something. I guess it's best to just make a blended texture.

BTW, I guess I forgot to mention it, but I love that q2 style shot you posted. The hands look great also.
Last edited by ALMighty on Thu Jul 17, 2008 2:28 pm, edited 1 time in total.
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