Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
sir_vival
Posts: 45
Joined: Fri Aug 14, 2009 11:53 am

Re: Screenshots

Post by sir_vival »

[lvlshot]http://screenshot.xfire.com/s/94627284-4.jpg[/lvlshot]



hehe. . .My dad was all like "You should make a pac-man map"


Sooooo. . . I didd. . .
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Re: Screenshots

Post by Foo »

:o
That's excellent
.:Z:.
Posts: 17
Joined: Thu Dec 24, 2009 12:38 am

Re: Screenshots

Post by .:Z:. »

@sir_vival: :ducky: omg that a good idea ! i'll make an defrag run with 10 frag filters :D :D :D
if tou can't frag... [url=http://www.q3df.org/server]Defrag[/url] !
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

ha yeah the pac man lvl looks cool, well done sir
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

pac man....freaking awesome idea!!!!!
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Screenshots

Post by neoplan »

cool, will they move via func_train 's?
sir_vival
Posts: 45
Joined: Fri Aug 14, 2009 11:53 am

Re: Screenshots

Post by sir_vival »

Will what move via func_train? the tops of the platforms or the ghosts and pac-man? :(


heres what it looks like with bots. . .


[lvlshot]http://screenshot.xfire.com/s/94627303-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/94627323-4.jpg[/lvlshot]

here is vid of it in action

Image


oh yeah the 29th is my birthday XD 25 years old XDXDXDXD
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Screenshots

Post by wattro »

sir_vival wrote: [lvlshot]http://screenshot.xfire.com/s/94627303-4.jpg[/lvlshot]

oh yeah the 29th is my birthday XD 25 years old XDXDXDXD
haha that's epic!

i think:
- would be an experiment to work with the layout, if you can put some height variation into it
- pac-man ghost models for the bots
- shader on the ground, to make pac-man and the ghosts move around
- random weapon/item spawner where the fruits show up
- happy early birthday!
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Re: Screenshots

Post by Foo »

wattro wrote:- random weapon/item spawner where the fruits show up
You could do a pickup trigger that also flips a shader, like this:
http://www.youtube.com/watch?v=69f1dwaD_V0

Apologies for the shitty vid quality. Better in x480.
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

He, he. N1 sir_vival. And happy birthday.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Foo, that ghost weapon trigger is so badass.
User avatar
Foo
Posts: 13840
Joined: Thu Aug 03, 2000 7:00 am
Location: New Zealand

Re: Screenshots

Post by Foo »

Yeah, I nearly used it way back when, but didn't have time to make the geocomp submission date. Would love to see it in a map release, some time :up:
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Getting a little bit of work done on the ol' map:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/kazdm4_vents.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/kazdm4_morevents.jpg[/lvlshot]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Just some WIP media from an iPhone game I have in development atm lol:

Image
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Screenshots

Post by Theftbot »

*Kaz you going to put decals where the water/concrete join?
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

o'dium, make the hole in the bottom fit better with the rock texture. If you can remove those 3 big rocks that are clustered together, you'll have a hole about the same size as the one you modelled.
[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]
User avatar
MKJ
Posts: 32582
Joined: Fri Nov 24, 2000 8:00 am

Re: Screenshots

Post by MKJ »

agreed
looks wholesome enough; gives me a dungeon siege vibe
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

It never even dawned on me that the rocks are the same shape. I've since gone back and changed the area a tad to reflect that. :p
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Also a few of other things:

Fix the UV-coordinates on the roof. It looks like you perhaps rotated the roof to make the second half but didn't readjust the texture afterwords.

It's a bit hard to tell for sure, but it looks like the chimney is just touching the highest point of the roof. It should also extend all the way down into the roof.

Some slight issues with unwelded vertexes (maybe it's temporary and you know this) but there are little seams all over the place on the grass and on the dark grass edging.
[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
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

obsidian wrote:Some slight issues with unwelded vertexes (maybe it's temporary and you know this) but there are little seams all over the place on the grass and on the dark grass edging.
Thats due to texture clamping because textures are on a tile sheet. Its totally a view port issue, as at actual screen res with texture clamping (iPhone screen res is 480x320 plus hardware clamp) doesn't have the issue at all.
obsidian wrote:It's a bit hard to tell for sure, but it looks like the chimney is just touching the highest point of the roof. It should also extend all the way down into the roof.
Good catch, it was actually lined up but I resized the roof and not that. I'll move the verts down now.
obsidian wrote:Fix the UV-coordinates on the roof. It looks like you perhaps rotated the roof to make the second half but didn't readjust the texture afterwords.
Bit awkward to get it fixed. I "could" say that at actual res, the issue is totally invisible (it is) however, I'm one for issues like that too so I'll give it another check. Its possible its just another viewport texture clamping issue though.

Thanks for the crits :p If you spot anything else thats totally sticking out let me know.
sir_vival
Posts: 45
Joined: Fri Aug 14, 2009 11:53 am

Re: Screenshots

Post by sir_vival »

[lvlshot]http://screenshot.xfire.com/s/95302072-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302084-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302091-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302106-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302114-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302133-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302138-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302148-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302159-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302165-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302176-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302188-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302197-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302202-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302206-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302234-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302239-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302244-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302249-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302252-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302258-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302267-4.jpg[/lvlshot]
[lvlshot]http://screenshot.xfire.com/s/95302273-4.jpg[/lvlshot]

Vid of map in action: Image
Last edited by sir_vival on Wed Apr 07, 2010 7:31 am, edited 1 time in total.
sir_vival
Posts: 45
Joined: Fri Aug 14, 2009 11:53 am

Re: Screenshots

Post by sir_vival »

alright now that's pissing me off I posted everything right, sat here for like 10 minutes straight doin it and half the fuckin links aren't workin. . .FUCK MAN. . .ANYWAY. . remaking archives from goldeneye64 just for the hell of it, if you like it just say it's neat.. . . .
goodnight.. . . . .
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

with that many images... maybe you should of started ya own thread... just sayin.

up the res of ya textures. lookin ok so far
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

Are even 25% of those pics needed, they all show the same really badly stretched textures and blotchey lighting...? I don't think we needed to see them AGAIN with FOV 180...? Detail wise it looks ok, its defo easy to tell where you got the ide, its just it looks very underdetailed for Quake 3 to my eye, almost Quake 1 level of geo...?
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

Odium, what about Overdose? Is development still going on?

Looks very cute, btw.
Post Reply