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 »

Image

I think I forgot to suggest this to you before, but I thought the edge around the window looked weird, like it was supposed to have some kind of trim around it but didn't.
[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]
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

Kaz I am really liking the shots from your level. Very nice style.
g0th, I love the windmill, I started a similar thing for Quake Wars, but never finished it...yours is way way nicer :)
The post by Pat a week or so ago about Max Brush contests got me looking through my stack of old Map Center speed maps, we did around 40 odd contests in the end. Here is the silliest one I ever did...basically a huge pile of floating bananas...
Image
The contests were all good fun while they lasted :)
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

I was going through some old stuff and I came across this screenshot of a map I use to work on when I had the flu. I am not the type of person who can sit in bed and recover so I map instead! One year I think I got the flu 3 times and this map saw alot of time. :p Like a special kid with a square peg trying to make it fit into a round hole I was always trying to get a CTF layout to squeeze into a tight ship design. Sadly it never worked out, but I always trying! So here it is, Sleeper...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/sleeper1l.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]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Re: Screenshots

Post by sumatra »

Wooooow Kaz, that is definately the style I personally prefer most. That's awesome. Can't wait to hop around.
This inspires me, I should pop up the radiant again soon...

:up: :up: :up:
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
MrLego
Posts: 67
Joined: Tue Jul 21, 2009 11:00 pm

Re: Screenshots

Post by MrLego »

Sock, don't take this the wrong way, but you should get the flu more often. :p
[color=#4040FF][b]www.mrlego.com[/b][/color]
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: Screenshots

Post by ^Ghost »

[lvlshot]http://img194.imageshack.us/img194/2887/shot0026r.jpg[/lvlshot]
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@Mrlego, luckily for me I have not got flu in a long time! I am sure that map was cursed anyway, it was a crazy idea. Probably the reason I worked on it when I had a fever. :)

@Ghost, You have too many different colours in that screenshot. You have red, yellow, blue, white and brown which makes the whole image too busy. Reduce your colours down to 3 that match together. Like for example Yellow/Blue/White. Also your lighting is completely flat and makes everything merge together. try using spotlights or pointlights and avoid minlighting completely.

What is the theme of the room? You currently have stone walkways, pipes in corners and I think some deathfog/water below. Do you plan to add any detail? breaks in the walkways? maybe use a wood material instead of stone? columns coming out of the water connecting to the ceiling? High open sky ceiling? maybe turn the central walkway into a suspension bridge with a rope and wood theme. Maybe have holes in the ceiling with huge shafts of light coming through?

have you thought about this theme:
http://tomb-raider-anniversary.com/tomb ... st_Valley/
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]
dave-0
Posts: 18
Joined: Thu Dec 31, 2009 9:39 pm

Re: Screenshots

Post by dave-0 »

first of all let me say there is some great talent on this forum and it's awesome to see.
*bows down*

Here is are some screens of a small (1v1) map I was filling spare time at work with,
testing ideas/textures for something larger I'm working on too.
is it ok to call it doodling ? heh.
It probably looks a little dated and simple :) (and dark, any suggestions? 7 bounces.. just need to add lights in better places)
Here to learn and have fun. Thks
$NulL
Posts: 100
Joined: Wed Mar 27, 2002 8:00 am

Re: Screenshots

Post by $NulL »

This is a factory-ish part of a map I'm working on. I just finished the roof off last night, it made the area look much better than the grey flat horizontal concrete slab i had in an older version. Still need to add a bit more detail at ground level though.

[lvlshot]http://homepages.manx.net/urtstats/images/shot0880.jpg[/lvlshot]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

impressive! what engine?
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Looks nice =)
Reminded me of this:http://lunaran.com/page.php?id=165
www.ferdinandlist.de/leveldesign
dave-0
Posts: 18
Joined: Thu Dec 31, 2009 9:39 pm

Re: Screenshots

Post by dave-0 »

very nice :D
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Re: Screenshots

Post by corsair »

lookin fancy indeed; and it also reminded me of Lun's map
It's the q3 engine, and a map for the Urban Terror mod (old image reveals this:)

one thing: I think the semi-circle surface of the roofing is better textured by a solid material; it'd strenghten the shape of the actual arched roof windows.

OR
http://farm2.static.flickr.com/1410/822 ... e751ff.jpg
http://farm1.static.flickr.com/107/2836 ... 9338ef.jpg
http://i30.twenga.com/garden-diy/garden ... 750748.png (top section)
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Here you got a whole gallery with photos of this sheme: http://www.opacity.us/gallery101_corrosive_industry.htm
www.ferdinandlist.de/leveldesign
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

$NulL: Love that screen; the blue and red together in that shot is awesome.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

cityy wrote:Here you got a whole gallery with photos of this sheme: http://www.opacity.us/gallery101_corrosive_industry.htm
Awesome... perfect for my current project.
[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]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

dave-0 wrote:Here is are some screens of a small (1v1) map I was filling spare time at work with, [...]
I for one really like that sandstone look, outdoors, and indoors the shadows with the lava as red touch... you should continue the work on this map... it has that desert / classic look to it... "simple" yet strangely elegant :toothy:
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

wow, cityy, that's a great photo collection. Thanks a lot.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

No problem, always thought opacity was well known. :owned:

There is also http://dubtown.de/.
www.ferdinandlist.de/leveldesign
dave-0
Posts: 18
Joined: Thu Dec 31, 2009 9:39 pm

Re: Screenshots

Post by dave-0 »

Thanks Aeon, will post more as it starts to get better .. (probably just bigger ... :))
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

I'm giving a try to using Valve's halflambert ramp for light angle attenuation in q3map2 (for those who don't know what this is: q3map angle attenuation would be lambert attenuation, lambert is also used for lightingDiffuse in quake, HL2 uses what they call halflambert for models, I'm unaware if they use it at all in the map compiler or not. More info here ).

The main reason why I decided to give this a try is because I was finding q3map2 produced too dark walls when using zenital sun lights. Halflambert should give a stronger share of lighting to these walls while keeping an interesting angle falloff.

These are some comparison shots of the before(above)/after(below). Map is exactly the same. The after shots are brighter because the walls receive more lighting due to the softer angular attenuation, and the bounce spreads that light more too. Please, let me know what you think of the results (as in, is the improvement relevant enough to bother adding a new switch to your compile line?):

EDIT: Hint: Look for the differences at vertical surfaces which receive sun rays.

[lvlshot]http://www.foopics.com/showfull/aa4eb7053286613940fa05154bb932ce[/lvlshot]

[lvlshot]http://www.foopics.com/showfull/097ff4691af48d49302b4e1ae58af3a6[/lvlshot]

[lvlshot]http://www.foopics.com/showfull/bc3c792b75a3d5f8ef4b015f1c699326[/lvlshot]

[lvlshot]http://www.foopics.com/showfull/ec8b6fa37b82a0cf53620084c6c9b847[/lvlshot]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Ambient lighting looks better overall, but is also a little harsh on certain areas washing out details, like on the ground in the second set and the window to the left on the last set.

Are you doing this through modification of the compiler or are there settings that you are doing to your shaders/compile-switches to do this?

Some of those textures look like they have normal maps and even a few specular. I'm guessing it's just really nice texture painting and lighting and they aren't really something you implemented in the engine?
[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]
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

It's a mere compile switch, no need of anything. :)

The lose of detail on some floor surfaces is just because of the increased overall lighting. Reducing either the ambient or the sun intensity value by a pair of units would make it be fine again (I don't use -compensate).

They are real normal and specular maps. It's Warsow's deluxemapping with r_lightmap 1. But the lighting change would be the same when compiling for q3.

EDIT: Oh, if someone wonders why the "after" shots are orange'ish, it comes from stronger presence of the sky surfacelight.
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

These shots probably show better what's the effect of the change on angle attenuation:

Comparison (old/new):

[lvlshot]http://www.foopics.com/showfull/d9556110d351950cfe3166e72d7bd28e[/lvlshot]
[lvlshot]http://www.foopics.com/showfull/b86d5375ed6207f6b0f067a21c231e69[/lvlshot]

Comparison (old/new):

[lvlshot]http://www.foopics.com/showfull/7e56f7e5fbbd73bc79202e139f7379e3[/lvlshot]
[lvlshot]http://www.foopics.com/showfull/9a1ca5a270a61465e5efada7107ba60b[/lvlshot]

Notice: It's not that they generate shadows now, but that the walls receive the light they were denied by their angle to the sun light direction.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

jal_ wrote:It's a mere compile switch, no need of anything. :)
I'm a little confused as to exactly what's going on. So you are just recompiling the same map with a preexisting Q3Map2 switch and that's the difference that we are seeing? Which switch are you using, exactly?
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