Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Created a new ivy texture, that I use for falling and growing ivy - so I've pretty much locked down the graphical design on the outside areas now, now I just need to polish it a little bit more add some background structures and so.

This is the old ivy:
http://zfight.com/misc/images/maps/m8/m8_17.jpg


The following shows the new.

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_27.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_28.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_29.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_30.jpg[/lvlshot]

[lvlshot]http://zfight.com/misc/images/maps/m8/m8_31.jpg[/lvlshot]

Also I need to fin up the boring parts on the insides - I'm gonna sit a lot this weekend.
Trying to get every second I can these days, I speed-eat at lunch so I can sit more =)

From the beginning this level should have been fin like two months ago, now I hope I can get it out before December...
Last edited by AEon on Fri Nov 06, 2009 5:15 pm, 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
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

Kat wrote: @ jal_: no it's textured in the 'traditional' manner as there's a 4096 texture limit; the mesh itself is almost that size so creating any form of 'megatexture' of suitable resolution would pretty much use up the allotted max.
The traditional way being? Because I have a hard time telling that can be alpha blending.
Grenader
Posts: 202
Joined: Sun Oct 08, 2006 11:38 am

Re: Screenshots

Post by Grenader »

Kat wrote:...there's a 4096 texture limit...
Hey get with the times, it's 8192 if you use any hardware released over the past few years! :P
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Guardian hub room ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dt1l_1024.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dt2l_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]
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

:eek: @both sock and hipshot
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

First of all ignore the overall lighting and background, it was a test area. But here you can see the difference in graphical quality between RtCW/ET era Construction Zones and OverDose Construction Zones. I haven't shown you the flag on the model because while the texture is complete, the animation of it blowing in the wind isn't:


Image

Second of all heres a WIP shot of the FuelDump starting area:

Image

And heres another compare shot of the start entrance:

Image
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Screenshots

Post by Kat »

Grenader wrote:
Kat wrote:...there's a 4096 texture limit...
Hey get with the times, it's 8192 if you use any hardware released over the past few years! :P
lol, no, there's a texture limit for the Unearthly competition.. everything has to collectively use no more than 4094x4096.
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Wasn't there a polycount challenge to have people make models of only something like up to 100 tris and using 64 x 64 textures?
Chi
Posts: 44
Joined: Sun Feb 13, 2005 2:06 pm

Re: Screenshots

Post by Chi »

Sock, when are you going to release that map?
I came, I saw and got a fly in my eye...
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@Chi, sorry got no idea, still got one more area to complete and countless others to detail and finish the art pass on. Maybe in a month's time if things go well.
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]
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

@o'dium: Those crates are really great.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

I've not had alot of time to work on mapping for awhile, but I played around with my curved wall section today, I want it to be much better looking eventually :E:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0043.jpg[/lvlshot]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

I love that brick trim, one of the better brick textures I've seen. I'm having mediocre success at painting my own set. I'd like to look at it strictly for educational purposes. I can haz?

You need to work a little bit on the texturing between where the curve sections meet with the brushes, there's a clearly visible seam on both curved corner edges.
[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]
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

You may haz good sir, ill pm you :)

Some of the things I remember doing:
-use the paint bucket with "all layers" selected and play around with the tolerance for "worn paint"/dirt look
-painstakingly select individual bricks from a photo from cgtextures and resize them onto the grid so that everything is all nice and neat

Yeah, the seams are pretty shabby looking, I'll spruce those details up in the near future.
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Kaz wrote:I've not had alot of time to work on mapping for awhile, but I played around with my curved wall section today, I want it to be much better looking eventually :E:

[lvlshot]http://student.cs.appstate.edu/freemanc ... ot0043.jpg asdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdasdadasdad[/lvlshot]
Cool! When will be see a test level? Is it very different from the one I saw a few months back?
Take a look at this, I know the styles different, but I was thinking about the ceiling solution I did here, with the lamps. Might be something for you to look at...
http://zfight.com/misc/images/maps/m13/shot0937.jpg
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
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Screenshots

Post by ShadoW_86 »

o'dium wrote:First of all ignore the overall lighting and background, it was a test area. But here you can see the difference in graphical quality between RtCW/ET era Construction Zones and OverDose Construction Zones. I haven't shown you the flag on the model because while the texture is complete, the animation of it blowing in the wind isn't:

o'dium - when we will see anything playable? Those screenies from Overdose are just great. And I mean everything you posted during all those months, not just recent ones. I want to play it! :) (Btw do you guys maybe need help with beta-testing or mapping :P, I really love whole project).

Sock & Hipshot - mindblowing
[url]http://shadowsdomain.wordpress.com/[/url]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Trouble is mostly that we are making a game with 2 people working on it... So its not exactly going quick. Don't get me wrong, I've done gigs worth of art, maps, textures sounds and models, but its slow because I can't do the really cool stuff, like characters etc... Even with all our concepts.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Other end of the room ... what!?! not another portal! :p
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dx2l_1024.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dx3l_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]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

cool teleport! maybe add a little blue light?
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

Sock, I may have to ban myself from the screenshots thread until you release this map. QUIT TEASING!!!

:)-pat
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

the beginning of my noghost comp map

Image
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

OMG fkd has returned and bearing screenshots of Q3, ummm the UT3 holiday was short? :p Nice lighting in your screenshot with the orange from below, you certainly love the shiny metal and as always the wall detail is lovely put together. Are you planning to make any of the stuff different? Like the fans, broken or missing slates, different sizes or heights? Maybe your own design for a teleporter at the end? I assume you are going to hang wires and cables in certain places?

@Pat, At the moment the look of the map is not final so it just a screenshot thing. A map release will eventually happen, but unless you like puzzles you will not like it. I can't imagine there is any harm in you posting screenshots of your noghost comp map either, keeps the screenshot thread alive! :D

Recently I created a new stone trim texture and loved it so much I decided to paint the whole room with it, but unfortunately forgot about the overall colour palette and ended up with a very mono styled look instead. So to change this I created a classic split red/white marble combo and here is a before and after shot with the changes, any thoughts? preferences? Are you a before or after person? :p

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1dx4l_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]
Tabun
Posts: 76
Joined: Fri Aug 07, 2009 4:26 pm

Re: Screenshots

Post by Tabun »

I'm a "before"-person. I really like how subtle and realistic the earlier version is.
[size=85][url=http://www.tabun.nl]www.tabun.nl[/url][/size]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

@Sock,
I'm more for the golden middle path ;)... IMO the above version is subtle but too gray, the lower version, is much more saturated, and I'd tend to prefer that, but a texture that is about halfway between the two extremes regarding saturation, should still be subtle enough but not as "gray" ("boring").
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Screenshots

Post by neoplan »

After is better imho. The contrast makes the room look higher.
Post Reply