Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@tabun, add some pure white point lights to off balance the yellow torches. Put some of them out, see if you can seperate the model into torch and holder so you can have more variety. Try corner/floor braziers instead of torches, have floor light sources as well.

That wooden roof style is gorgeous but extend it the length of the corridor, the flat roof corner is strange. The broken brick corner is a nice start, just need more, lifted tiles, broken tiles, corner chips, show the layers to the building, what is underneath the brickwork, another material type etc
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]
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

@tabun - bitchin'
Tabun
Posts: 76
Joined: Fri Aug 07, 2009 4:26 pm

Re: Screenshots

Post by Tabun »

@obsidian: Will do. The sky is just a bunch of moving clouds, so I felt diffuse light would make more sense than strong directional. Not that most people would even notice that it would be odd otherwise. :]

@sock: for details, that's what I was planning to do. Mostly breaking wooden beams and tearing holes here and there, but I'll see if I can find better ways to do it, still. Also, some of the torches are out, just not in those shots. :) (Torch model is my own, and it doesn't have the light source attached, so that was easy enough.)

Side question: I know it's *bad* to use rotation tools and arbitrary rotation, but is it safe to rotate and then snap the vertices to the grid? I would expect radiant to forget about odd decimals after snapping, but everyone's been so harsh about rotation that I'm not quite sure what to think. :]
[size=85][url=http://www.tabun.nl]www.tabun.nl[/url][/size]
AEon
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Re: Screenshots

Post by AEon »

Tabun wrote:Side question: I know it's *bad* to use rotation tools and arbitrary rotation, but is it safe to rotate and then snap the vertices to the grid? I would expect radiant to forget about odd decimals after snapping, but everyone's been so harsh about rotation that I'm not quite sure what to think. :]
Well as a *hint* to find out where the next vertex should go on the grid, arbitrary rotation is no issue. Problem is though this rarely seems to work out. It might actually be better to convert your object to ASE and then to rotate the model anyway you please. For what you are thinking, normally the "snap to grid" via Ctlr+G should do that, only I felt it rarely worked. But manually snapping your vertices to grid should be fine. Run a brush cleanup (bobtoolz) over the whole map to be sure all the brush faces are "valid".
fKd
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Re: Screenshots

Post by fKd »

nothing wrong with rotation imo... use it all the time.... what would be wrong with it?
jal_
Posts: 223
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Re: Screenshots

Post by jal_ »

Ye, rotation is fine as long as you don't intend to continue modifying the brushes you rotated.
Tabun
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Joined: Fri Aug 07, 2009 4:26 pm

Re: Screenshots

Post by Tabun »

I see. I got some nasty errors after rotating patches, so maybe it's different for brushes, too.
[size=85][url=http://www.tabun.nl]www.tabun.nl[/url][/size]
fKd
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Re: Screenshots

Post by fKd »

hmmmmmm maybe... but maybe not, calling engine pros! (im interested as well now)
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

It wont cause any issues if you make the brush or brushes a func_static. This avoids weird texture issues too. The danger is of freehand rotating brushes and patches normally is getting verts off grid. It can fix things if you snap to grid but that often leads oddly distorted brushes, sometimes duplicate planes in older versions of GTK too I think
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Image
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

fKd wrote:nothing wrong with rotation imo... use it all the time.... what would be wrong with it?
Freely rotated brushes are highly recommended to be converted to detail, -vis does not like off grid brushes. Be careful when rotating groups of brushes since they may not rotate exactly the same or as you intended, causing fractures between coplanar faces. In many situations, you are better off converting your brushes to models and then rotating the model.
[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]
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Re: Screenshots

Post by Lenard »

It makes me inexplicably happy that you guys are all still here mapping for the best FPS ever made. Although I never got into mapping myself, watching you all work your magic was always an amazing experience for me. Such an amazing community making such incredible work. You guys are really the model on which all society should be based.

...too much?
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
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monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: Screenshots

Post by monaster »

Not enough, go on... <3
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.
-Lee Trevino, golfer who actually has been struck by lightning.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Just a quick update on the visuals, trying to reduce the overall brown/dark palette of the level with lighter stone and make the cables more obvious so that the player can hopefully realise they are a visual clue. The level is mostly finished at this point, just need to fix up all the cosmetic stuff before a public beta.
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1cy1l_1024.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]
rgoer
Posts: 798
Joined: Sun Aug 17, 2003 7:00 am

Re: Screenshots

Post by rgoer »

sock that map is looking incredible, I can't wait to play it

one crit: for some reason, the "W" shape of the wooden beams bugs the hell out of me
cityy
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Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

[lvlshot]http://img522.imageshack.us/img522/2082/shot0003i.jpg[/lvlshot]

Still working on q3ct3 - decided to stop working on the layout. I just want to finish this one and come up with something new. My problem is that I don't know much about how to make a level look nice since this is pretty much the first map where I work have to work on details. I know about photo galleries to look at but I can't get an idea how to make it look nice and all this stuff.
www.ferdinandlist.de/leveldesign
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: Screenshots

Post by spookmineer »

rgoer wrote:one crit: for some reason, the "W" shape of the wooden beams bugs the hell out of me
I think it has a nice presidential atmosphere to it.
Maybe that's the problem... :confused:
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Re: Screenshots

Post by 4days »

rgoer wrote:one crit: for some reason, the "W" shape of the wooden beams bugs the hell out of me[/color]
aye, maybe if there was a beam running along the bottom instead or visible forks everywhere the beams meet. currently, the 2 inner beams don't look like they could be supporting anything.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

[lvlshot]http://img156.imageshack.us/img156/7770/q3ctf1.jpg[/lvlshot]

Next one will be ctf. I would love to use AEon's template textures for the map :) (????) :olo:
www.ferdinandlist.de/leveldesign
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/pygame_perlin2.jpg[/lvlshot]

Brushing up on the Python language and writing a procedural texture generating tool.

First Noise algorithm implemented (Perlin Noise)

Many more to do.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

[lvlshot]http://img99.imageshack.us/img99/2120/ctf12.jpg[/lvlshot]

I'm currently playing mid :D
www.ferdinandlist.de/leveldesign
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

And now for something completely different :)

[lvlshot]http://homepages.manx.net/urtstats/images/null_c/shot0070.jpg[/lvlshot]
[lvlshot]http://homepages.manx.net/urtstats/images/null_c/shot0068.jpg[/lvlshot]
[lvlshot]http://homepages.manx.net/urtstats/images/null_c/shot0072.jpg[/lvlshot]
fKd
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Re: Screenshots

Post by fKd »

is that the source engine?
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Some changes in lighting and detail.
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1da1l_1024.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]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Sock,
is this a new artistic style for a levelshot? The colors look very bleached out, dare I say actually ugly? Sure the map used to be very dark, but the current shot makes all the textures look "bad", in particular the floor. Like extreme gamma correction artifacts.
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