Screenshots

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

Post by Kaz »

Threewave-map-detail-re-imagining FTW!
Fjoggs
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Re: Screenshots

Post by Fjoggs »

obsidian wrote: Sock... WTF? That looks almost exactly like something straight out of the map I'm working on. Stop copying me! :mad:
Wait, you actually create something? :P
spookmineer
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Re: Screenshots

Post by spookmineer »

fjoggs!
fKd
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Re: Screenshots

Post by fKd »

make that 6 ppl :) looking forward to some more inspiration work man. come on ob, show us some screenshots already :)
InsaneKid
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Re: Screenshots

Post by InsaneKid »

InsaneKid wrote:ive made some other maps! ;)
for q3Rally, DeFrag and ExcessivePlus

Image

this one has 2 bases:
Image
what about these?
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maz0r
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Re: Screenshots

Post by maz0r »

I like the look of the second shot. Reminds me a bit of racing games (which seems to be good, since it's made for q3rally and defrag). But it's very hard to judge screenshots, if provided in this small size together with hardly any information about the map.
InsaneKid
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Re: Screenshots

Post by InsaneKid »

i still have to finish the maps ...esp. for Q3Rally.-
but in both i wanna add some stuff for E+ too
and some new ideas! :smirk:
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obsidian
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Re: Screenshots

Post by obsidian »

Generators, turbines and radial engines. Oh my!

Image
[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]
o'dium
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Re: Screenshots

Post by o'dium »

Sort those smoothing groups out and you may have a few nice meshes on your hands :p
obsidian
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Re: Screenshots

Post by obsidian »

Which smoothing groups in particular? I'm pretty sure all the smoothing groups are set as they should be.
[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]
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Hipshot
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Re: Screenshots

Post by Hipshot »

Maybe he means the fan there... or is that even a smoothing error?
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
g0th-
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Re: Screenshots

Post by g0th- »

I decided to build my whole new map in models and only use brushes for the -vis.
Layout is pretty much done and I'm gonna focus on building new textures and add detail to the map from now.

here's a progress shoot and please call me a crazy moron because that only encourages me.

[lvlshot]http://www.g0th.se/pics/q3mapinmodo.jpg[/lvlshot]
[url]http://www.g0th.se[/url]
obsidian
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Re: Screenshots

Post by obsidian »

You crazy moron!

(Looks awesome)
[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 :D
[url]http://www.g0th.se[/url]
spookmineer
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Re: Screenshots

Post by spookmineer »

Crazy moron...

Now show us some more ;)
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Hipshot
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Re: Screenshots

Post by Hipshot »

g0th- wrote:I decided to build my whole new map in models and only use brushes for the -vis.
Layout is pretty much done and I'm gonna focus on building new textures and add detail to the map from now.

here's a progress shoot and please call me a crazy moron because that only encourages me.

[lvlshot]http://www.g0th.se/pics/q3mapinmodo.jpg[/lvlshot]
Tried that approach ones, it sucked when it came down to testing and changing things, maybe because I used max, it was so tedious.

But, yours looks cool =)
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
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Hipshot
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Re: Screenshots

Post by Hipshot »

And another thing I experienced from using too large models is that the lightmap can become messed up. But I guess these are all smaller pieces?
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
g0th-
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Re: Screenshots

Post by g0th- »

Hipshot: Yeah I get what you mean about the testing and changing things, it's annoying to go back and forth all the time and once you done something and mapped it uv's, it's hurts a bit to go back and change it. Right now I'm only using 3 models for the whole map and I think I stick to that approach for as long as possible and only split it up further as a last thing to do before release and possibly deal with any problems that might arise then.

I haven't seen any problems with lightmaps yet but I do have some lightning glitches where the sunlight shines through the models on a few spots, hopefully that's just a few unmerged vertices that I missed but in any case I should probably be able to use some fake brushes to cover it. but so far the whole lightning process has worked out much smoother then I had anticipated.


spookmineer: Thanks, I post some more shoots as soon as things gets done.
[url]http://www.g0th.se[/url]
Mr dk
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Re: Screenshots

Post by Mr dk »

Looks very nice and clean gOth-.
I've done that too, wrote a little piece about it. Got me a little mention as a PQ featured level ahile ago. I used models specifically because I wanted everything 'off grid' and kind of wonky. Have to say yours looks lovely and neat. There are many pros and cons to modelling an entire map, in many ways things are easier in a 3D app, for me the laborious part was unwrapping and mapping textures.
g0th-
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Re: Screenshots

Post by g0th- »

Thanks Donkey. Nice work with your map. I have a uv script that works much like the texture alignments do in radiant so the uv's are not that much of a problem. Without the script however it would be annoying and time consuming to mapp all the uv's.
[url]http://www.g0th.se[/url]
fKd
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Re: Screenshots

Post by fKd »

Image

Death from above!?!!

more work on q3dmp11 boop boop beep :)
sock
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Re: Screenshots

Post by sock »

Mr dk wrote:wrote a little piece about it ...
Wow your tutorials are very good content, I actually learnt a few things I never knew about blender/q3/ut asset paths. Nice rant on Q4 mapping standards :D My only problem was the layout, it was making my eyes bleed after a while, bright white text on black background and huge blocks of text. Awesome content. :D must add a link on my site to that.

@fKd: I assume your mapping is going well? do the changes play better?

@goth: You are crazy! Nice and clean, will be interesting to see what detail you do. :)

@obsidian: OMG models! stuff! you make stuff! :P So when are you going to skin/texture them? grey is not the fashion colour for this year!
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]
fKd
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Re: Screenshots

Post by fKd »

improvements worked out great cheers sock
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Hipshot
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Re: Screenshots

Post by Hipshot »

fkd, do you have any homepage with all your levels collected?
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
fKd
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Re: Screenshots

Post by fKd »

only over at lvl
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