Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

lol... nice to see that you made good use of those cogs, sock (he sent them to me before and yes, they're all crazy brushwork - they don't call him the brush monkey for nuthin').
[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]
$NulL
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Re: Screenshots

Post by $NulL »

Yes hipshot, its your Stormy days skybox; and ruddy nice it is too :)
sock
Posts: 424
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Re: Screenshots

Post by sock »

@hipshot, yeah the cogs all move in right direction and the teeth even link together perfectly. The textures on the cogs is not amazing but I am really trying not to get distracted with texture choices.

$NulL, They are all brushwork and on the grid as well. I know its crazy to create them in the editor but I like a challenge! :P Here is the source file if you are interested.

http://www.simonoc.com/files/misc/cogs_source.zip
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

null: that reminds me of mp_depot from rtcw :)

I need to make a 1024x1024 version so i can use these on large surfaces, but it'll take awhile, making bricks is tedious :D

edit: i'm going to make it tile better also, there's too much difference between light/dark bricks, and some rows stick out too much

Image
rgoer
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Re: Screenshots

Post by rgoer »

sock your screens are super dark on my machine, almost to the point where I can't see them... guess I need to calibrate this monitor haha
sock
Posts: 424
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Re: Screenshots

Post by sock »

rgoer wrote:sock your screens are super dark on my machine, almost to the point where I can't see them... guess I need to calibrate this monitor haha
I am a bit surprised because I raised the gamma of the screenshots by 15-20% so I assumed it would be ok to view on most screens. I know viewing these screenshots in a bright office is not good but there is not much I can do besides making special versions which are alot brighter. I did develop this map on a laptop in a cave so it might explain my screen settings :P
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
pjw
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Re: Screenshots

Post by pjw »

sock wrote:I did develop this map on a laptop in a cave
Are you still licking that fuzzy stuff off the walls?
(The pics look fine to me, brightness-wise, and very, very cool, content-wise. :))
sock
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Re: Screenshots

Post by sock »

@pjw, even caves have benefits :P
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
nitin77
Posts: 84
Joined: Wed Jul 23, 2008 9:21 am

Re: Screenshots

Post by nitin77 »

sock, looks wicked.

is this still a doodle or becoming a proper map?
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Interesting, the graphical direction for my current WIP is a more Quake (123) styled theme and instead of not using any iD textures at all, I aim for having alteast 50% of them from Q3s stock library. Seems your level sock is somehow close to this too? Judging from your screens and comparing with your latest(?) level, Mysic Gemini. Also, a great deal of this level will be developed on a laptop in a obscure place.

Edit: Gonna see about posting a screen later this week.
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
sock
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Re: Screenshots

Post by sock »

@nitin77, yeah its a map but not your typical DM thing, sort of an experiment thing which I have been playing with for some time. It will become clearer when I get a beta together which should be about 2-3 weeks time. It will be a closed beta to friends mostly, I got tired a long time ago with posting maps to forums for feedback and just waiting around while no one comments.

@hipshot, yeah its about 90% ID textures with some bespoke stuff for game play reasons. I have a lot of environmental sound which I want to use and with custom textures it would be too much, plus using ID stuff means I don't have to bother creating textures. The map has a very clean style, Ive sort of done broken (last map - mystic) to much and I want clean angles this time. I will probably post a couple more sets of screenshots before I beta the map.
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
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Hipshot
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Re: Screenshots

Post by Hipshot »

I have already shown the outside area last year (used less texture variations then) and that was what existed of this level until this weekend kinda. This was from the beginning a remake of an older level, now it's a completely new level with just the outsides intact.

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_3.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_4.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_5.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_6.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_7.jpg[/lvlshot]
Last edited by AEon on Tue Jan 19, 2010 2:12 am, edited 1 time in total.
Reason: lvlshot'ed those images.
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
sock
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Re: Screenshots

Post by sock »

@hipshot, I really like the outside stuff, especially the terrain blending across the rock to grass and the foliage is gorgeous because the base colour matches the ground texture so well. The outside area certainly feels like where you have spent all your time, the inside looks barren in comparision but I assume that is because you are testing out space and routes?
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
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MKJ
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Re: Screenshots

Post by MKJ »

$NulL: are those windows final? the broken glass pattern is quite apparent atm :(
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Hipshot
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Re: Screenshots

Post by Hipshot »

Yea, it's early screens. Still testing graphics and shapes. The layout are more or less done though.

I really need to look at other custom levels here, which I never do else, to see what kinda of physical shapes and details you usually have in a Q3 level. Looking back at my levels, most walls are often pretty flat with no real detail. I need fix this while still having a low tri-count and w/o messing up readability.
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
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

@Sock: Awesome gears and cogs!

@Hipshot: That looks terrific! Reminds me of a Q3 version of Rage :)

Are those trees models? I'd love to be able to use them in my next map.
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

MKJ:: Yes the maps finished, it was an exercise in seeing what I could build in only a week.
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MKJ
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Re: Screenshots

Post by MKJ »

in that case well played :up:
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seremtan
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Re: Screenshots

Post by seremtan »

sock wrote:Q3 doodle using ID textures ...
that's some outstanding pro brushwork there - better than id managed with their own assets
Kaz
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Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Hipshot: terrain's looking real snazzy ;), i like the re-done e6 fan texture (although, shouldn't the "fan" layer be rusty also?), I need to do the same with the ceiling tiles in the below shot....

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0008.jpg[/lvlshot]
g0th-
Posts: 262
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Re: Screenshots

Post by g0th- »

Been inspired by all the great work as of late I decided to start working on something q3 related.

[lvlshot]http://www.g0th.se/pics/q3map_wip.jpg[/lvlshot]
[url]http://www.g0th.se[/url]
phantazm11
Posts: 362
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Re: Screenshots

Post by phantazm11 »

That is some kind of coolness goth. The face in the right hand rock wall is creepy looking.

[edit] I'm having some trouble with goofy shadows (black "creases" around poly edges) when I use the q3map_clipmodel and q3map_forcemeta in my rock shader. I think it might be because I'm using .lwo's? I'm not sure yet. I might need to find an ase exporter for Lightwave.
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Did you use smoothing groups on your rock surfaces? Do that first, then if you have some other fine tuning to do, you could enable phong shading in the shader.
[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]
g0th-
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Re: Screenshots

Post by g0th- »

Thanks phantazm11. I'm also using lwo's with q3map_clipmodel and so far I haven't seen much of the goofy shadows you mention, there are some situations that looks a bit weird, although I've used _minlights 8 so that could have neutralized the black lines a bit. But why don't you do 2 models for each model.. one for visible stuff and another one for collision.
[url]http://www.g0th.se[/url]
sock
Posts: 424
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Re: Screenshots

Post by sock »

More sleepless nights carving wooden pointy teeth. Ive included a brief one liner for each image, its something I do on another site and thought it might be more interesting.

A contracted wooden iris blocked by chains
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1an1l.jpg[/lvlshot]

A sky light framed by a circle of chains
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1an2l.jpg[/lvlshot]

A gaping hole lined with wood teeth
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1an3l.jpg[/lvlshot]

A dark connection with plain wooden cross beams and warm left-hand light
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1an4l.jpg[/lvlshot]

Plughole kaleidoscope
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1an5l.jpg[/lvlshot]

Down past gaping steps and angled wood lies helping metal hands
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1an6l.jpg[/lvlshot]
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
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