Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
phantasmagoria
Posts: 8525
Joined: Wed Oct 22, 2003 7:00 am

Re: Screenshots

Post by phantasmagoria »

I'm a sculptor irl, which is why zbrush is making me warm inside :), it's potentially a truely digital way of working to create an object in real life. I enjoy sculpting and scrape a living together doing it, but there are too many people out there who are better and more experience at it than I am so they get more of the nice work, and all I end up doing is making moulds and cleaning their work up.

If I can put myself at the forefront of new technogoly then I can fuck grinding fibreglass off and the world will be my oyster.

Anyway, enough of my ramblings. Post more screenshots. I enjoy reading this thread.
[size=85]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

Those griphandlers on the smokegrenade makes sense to me. If there's something you don't wanna drop at your feet, it's a smokegrenade. Rainy days and gloves can make stuff slimey. :p
The ones I used during my time in the military had a teargas-effect aswell, just milder. (Which is common)
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

You say the grips don't make much sense but totally ignore the button/pull tab/release catch :D

lol :P
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

*bump*

Alpha stage right now. Only need to fix some lightmap errors, odd texture alignments, go over clipping and some other small stuff.
Only custom textures.

[lvlshot]http://zfight.com/misc/images/maps/m13/shot0977.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0970.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0972.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0973.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0974.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0978.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0975.jpg[/lvlshot]

I think I hurt my eyes doing this level, when I go back and look at History and Industrial, they both look so insanely gray. I though they looked pretty warm when I did them...
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
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

pure sex.

I love the look of this level Hipshot. I'll definitely be downloading this one when you throw it up for beta :)
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

o'dium wrote:Oh, Max btw.
Max and *.md5? Which exporter are you using?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

There are two, I think I'm using Dertons?
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Screenshots

Post by ix-ir »

You ridiculously talented bastard you Hipshot. =) Looks great. There are far too few DM levels that use colours or even explore a more subtle colour palette at all.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

o'dium wrote:There are two, I think I'm using Dertons?
Hrm, interesting. I was having issues with both, especially in regards to animation. You've obviously overcome these obstacles via your showcasing, do you have a link on the Overdose site talking about the pipeline between MAX and MD5 using the script for your artists?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

o'dium wrote:What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.
Thanks for being open to offer your assistance. I haven't touched the conversion in a bit, I'll try and get to it this week and report back the problem that I've been having. I've switched over to IDTECH4 for my castle map and building the cliffs and terrian in max, rather than brushes like I was doing in Q3.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Remember that you can use Rad to export your brush work to a .obj file, and that will be MUCH easier to get correct scales/positions etc ;)
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

Simply amazing Hipshot.
+JuggerNaut+
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Joined: Sun Oct 14, 2001 7:00 am

Re: Screenshots

Post by +JuggerNaut+ »

Hipshot made me re-install Q3.
MegaMan44
Posts: 54
Joined: Mon Jun 18, 2001 7:00 am

Re: Screenshots

Post by MegaMan44 »

[lvlshot]http://www.haukerehfeld.de/mapping/quak ... 24-786.jpg[/lvlshot]
[lvlshot]http://www.haukerehfeld.de/mapping/quak ... 57-489.jpg[/lvlshot]

Finished detailing all major rooms, some of the connections are left. Strictly following the layout ;-). The Andromeda texture set is VERY monotonous, need to do something about that -- geometry is already pretty varied throughout the map, but colors will need some work. More Shots: http://www.haukerehfeld.de/blog/2009-03 ... -detailing

Hipshot: Your use of textures and the texture set is great. I need to take a good look at that. Geometry could use a bit more detail? And those archways look so b-spline-quake3-tastic :P
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Hipshot: awesome lighting and color in those shots.
Megaman: Great brushwork and texturing.

I'm going to give them both a spin :)
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

yeah some really nice stuff here. Good work all
[url]http://www.g0th.se[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

OMG, it's MegaMan, with a new map! I like what I see.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
MackXX
Posts: 37
Joined: Tue Aug 08, 2006 2:56 am

Re: Screenshots

Post by MackXX »

o'dium wrote:What issues were you having? If its regards to rigging, I think we had to make an origin bone first otherwise the results would be really strange. I never did animations myself.
Unknown property: "pos" in $Biped_Object:body is the error I'm recieving. I am also using der_tons exporter (I've also tried Berzerkers) with no luck. The mesh exports just fine, skeleton included, but it craps out when exporting the md5anim unfortunately.

I've hit the net and spent quiet sometime on various sites (this seems to be a common error) but no one has any real clue how to solve it.
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Bacon
Posts: 1476
Joined: Sat Jul 31, 2004 7:00 am

Re: Screenshots

Post by Bacon »

Started to finally learn blender today, my first attempt at making a character model:

[lvlshot]http://img25.imageshack.us/img25/4402/kakashiagn.jpg[/lvlshot]
[lvlshot]http://img12.imageshack.us/img12/3828/kakashisodfar.jpg[/lvlshot]

Yes I know it looks terrible but just like making quake 3 maps I hope I learn how to make good 3d models, it's kind of fun :paranoid:
[b]CAPSLOCK IS ON[/b]
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

A little something I'm putting together for urbanterror.

[lvlshot]http://homepages.manx.net/urtstats/images/null_twist/shot0068.jpg[/lvlshot][lvlshot]http://homepages.manx.net/urtstats/images/null_twist/shot0069.jpg[/lvlshot]
[lvlshot]http://homepages.manx.net/urtstats/images/null_twist/shot0070.jpg[/lvlshot][lvlshot]http://homepages.manx.net/urtstats/images/null_twist/shot0071.jpg[/lvlshot]
[lvlshot]http://homepages.manx.net/urtstats/images/null_twist/shot0072.jpg[/lvlshot][lvlshot]http://homepages.manx.net/urtstats/images/null_twist/shot0073.jpg[/lvlshot]
ix-ir
Posts: 192
Joined: Wed May 16, 2007 9:43 pm

Re: Screenshots

Post by ix-ir »

Very atmospheric $Null, one minor crit- in the 2nd from last shot the scale of the cobbles(?) looks a little larger than it'd be realistically. Otherwise very good, looks like it's for a noir-ish modern RPG.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

deja vu.... $Null, haven't you posted about this map before? I even feel like I remember the comment on both the noir quality and the scale of the cobblestones in the second to last shot.

I, too, am really diggin the atmosphere here though. Good stuff man.
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Hipshot
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Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Yea I remember it too, I even think I commented on those stones and the shadows in the texture...
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
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

yup yup, you've seen the area with the lamppost before, the rest is all shiny new.
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