Screenshots

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

Post by o'dium »

Yes. I was bored... Yes... Very...

obsidian
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Re: Screenshots

Post by obsidian »

Yes. That was annoying... Yes... Very...
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monaster
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Re: Screenshots

Post by monaster »

Lemme show you some more boring screenshots... terrain's boring... Yes... Very...

[lvlshot]http://members.multimania.co.uk/Resiyoyoyo/pics_pub/Q3A_own/misc003.jpg[/lvlshot]

[lvlshot]http://members.multimania.co.uk/Resiyoyoyo/pics_pub/Q3A_own/misc004.jpg[/lvlshot]

EDIT: lvlsht'd imgs being too big for q3w
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dONKEY
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Re: Screenshots

Post by dONKEY »

Hands do appear too long, and the back off the watch strap around the time piece itself doesn't make much sense either....but then sia lah, just feeling picky, I actually really like all the new overdose stuff.
Noruen
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Re: Screenshots

Post by Noruen »

Sure they put something weird into Obsidian's veins... And O'dium took it too... Yes... Very...

But that was very pleasant lost six minutes...

Mon(a)ster - Second screen looks promising, but I really, really don't want to know how much r_speeds does it have :)
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monaster
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Re: Screenshots

Post by monaster »

@Noruen: Actually, the 2nd screenshot is the whole map: you see the small pit in the back? That's in fact the 1st picture.
The r_speeds are surprisingly good, I believe. Standing in the middle of the map, the tris range is between 2100 and 3700 when lokking around 360°; from the angle in the 2nd pic where you can see most of that map it's roughly 7000 tris.
Nevertheless it's just a small terrain test I did some weeks ago when I had some spare time, took me about an hour or so.
PS: If you enlarge the 1st shot, you'll see a small blue cross in the middle of that pit. This is the size of a normal player model, so that test map was mostly about size and -well- terrain.
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.
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o'dium
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Re: Screenshots

Post by o'dium »

dONKEY wrote:Hands do appear too long, and the back off the watch strap around the time piece itself doesn't make much sense either....but then sia lah, just feeling picky, I actually really like all the new overdose stuff.
The watch strap is based on a real life watch strap. The hands appear too long because you are viewing them out of context with a different FOV. Remember they are for first person, not for just watching in the game world as such. But anyway, yeah they will look odd when viewed with a fish eye lens. They look fine in the view, however, so thats all I was concerned about.

I guess its also down to another one of those styles. Some games have over the top (Gears, Unreal), some have realistic (Battlefield, MOH) and some have dwarf (COD, Quake 3 for example) so it all depends on what your used to seeing and like best as well.
phantazm11
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Re: Screenshots

Post by phantazm11 »

Just a shot of my entry into the 20 brush contest at leveldesign.nl

Image
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mrd
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Re: Screenshots

Post by mrd »

Christ, that looks hella cool.
fKd
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Re: Screenshots

Post by fKd »

nice work phant, looks solid
phantazm11
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Re: Screenshots

Post by phantazm11 »

Thanks guys. Clipping this one up was a lot of fun. :)
corsair
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Re: Screenshots

Post by corsair »

o noes, its a map!

(for the leveldesign.nl's 20 brush contest)

Image
sir_vival
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Re: Screenshots

Post by sir_vival »

[lvlshot]http://i1181.photobucket.com/albums/x435/per0x1de/GTK%20radiant/shot0006.jpg[/lvlshot]
[lvlshot]http://i1181.photobucket.com/albums/x435/per0x1de/GTK%20radiant/shot0007.jpg[/lvlshot]
[lvlshot]http://i1181.photobucket.com/albums/x435/per0x1de/GTK%20radiant/shot0008.jpg[/lvlshot]


Just me spamming for some feedback again. . .am I getting any better? :(

xD
snt
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Re: Screenshots

Post by snt »

@sir_vival Great detailing! At the 3rd screenshot the right pipe isn't well fitted. I guess it's a CTF map, right?

[lvlshot]http://img193.imageshack.us/img193/3444/columns.png[/lvlshot]
Noruen
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Re: Screenshots

Post by Noruen »

An very early stage of my new map "Scrap Brain"...

Image
phantazm11
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Re: Screenshots

Post by phantazm11 »

That looks sweet, Noruen.
obsidian
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Re: Screenshots

Post by obsidian »

I like the use of textures to dictate the creation of extra geometry rather than the other way around.
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Eraser
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Re: Screenshots

Post by Eraser »

Looks great!
Minor detail though, those "level 2" textures are mirrored :)
Noruen
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Re: Screenshots

Post by Noruen »

Oh, thanks :)

Eraser - Yes, some details need to be changed, but it is only test of environment :)

Image

Image
Anthem
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Re: Screenshots

Post by Anthem »

Looking really nice, Noruen.
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Eraser
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Re: Screenshots

Post by Eraser »

Wow nice. Looks a bit Borg like
Kaz
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Re: Screenshots

Post by Kaz »

sir_vival wrote:
Just me spamming for some feedback again. . .am I getting any better? :(

xD
I think it is looking pretty good - I'd make sure that those colored lights are sourced somehow, and I might tone down their saturation values a little. It seems like you're doing fkd-esque detailing by using actual geometry (not hatin' on fkd :P), you might want scale that back a little bit and look into getting the most "bang for your buck" out of texturing, first.
Lunaran
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Re: Screenshots

Post by Lunaran »

I'm a big fan of corsair's 20b contest entry - a lot of entries seemed to rely on quake3 gameplay being resilent enough to support a too-small and simple map rather than really try and get the most out of twenty brushes, but he's got an entire quality layout there.

style test:
Image

ditching the green and brown sky in that map for partly cloudy blue. was getting sick of looking at it, and Hipshot's already done another sky quite a bit like it anyway.
Kaz
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Re: Screenshots

Post by Kaz »

It looks like the edges of your brushes are darkened - is that just on the concrete texture and you've aligned it that way, or are you using decals/alphamod/some other method? It's like reverse ambient occlusion... or something. I'd say this looks much better than the previous shots. :up:
DaEngineer
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Re: Screenshots

Post by DaEngineer »

Kaz wrote:It looks like the edges of your brushes are darkened - is that just on the concrete texture and you've aligned it that way, or are you using decals/alphamod/some other method?
That's the first thing that came to my mind when looking at this too. Even if it's just a style test, it looks already impressive and very realistic in some way.
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