Screenshots

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

Re: Screenshots

Post by Hipshot »

You are very versatile Shadow.
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
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: Screenshots

Post by ^Ghost »

new defrag map ive started on..
still working on lighting and details.

[lvlshot]http://img198.imageshack.us/img198/8185/shot0040l.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]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Looking good ^Ghost! You should rotate the wood texture on these planks imo.
----
I started my first team fortress 2 map just a few minutes ago - learning hammer at the moment. For the record: http://cityy.explicits.de/uploads/maps/TF2/test0001.jpg
www.ferdinandlist.de/leveldesign
Delirium
Posts: 102
Joined: Mon Apr 27, 2009 10:05 am

Re: Screenshots

Post by Delirium »

wow citty thats epic! lol kiddin'

and yea rotate that wood texture Ghost, btw I swear I've got that exact decal texture ._.
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: Screenshots

Post by ^Ghost »

textures and shaders are from medieval_soc and tabq1dm5
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Re: Screenshots

Post by Chretien »

[lvlshot]http://dl.dropbox.com/u/159251/Map/ganNr1Hq.jpg[/lvlshot]
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Screenshots

Post by Anthem »

Holy crap, I remember that map, Chretien. It's good to see you're still working on it. The lighting is nice and moody. :)
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Screenshots

Post by neoplan »

Is there a half naked lady to the right who will give me a rockt-launcher?
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

If you will find her, grab your rocketl and send her to me :ninja:
Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Re: Screenshots

Post by Chretien »

Anthem wrote:Holy crap, I remember that map, Chretien. It's good to see you're still working on it. The lighting is nice and moody. :)
Hey, thanks! :) But for now I just regard the map as somewhat of a playground so I haven't really put much effort into the lightning. Just tried spotlights etc. Final will be much cooler I hope. :D
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

Colonized Derwyllus...

Image
ShadoW_86
Posts: 270
Joined: Tue Jan 08, 2008 1:20 pm

Re: Screenshots

Post by ShadoW_86 »

Two new maps for/in Quake Live ;).

More about it.

Concrete Palace:
Image

Dies Irae:
Image
[url]http://shadowsdomain.wordpress.com/[/url]
fKd
Posts: 2478
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Location: Wellington
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Re: Screenshots

Post by fKd »

gratz man. they look sharp as hell! gg
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Screenshots

Post by Anthem »

I checked the maps out. They aren't exactly my cup of tea, but they are good maps nonetheless. I noticed the influence on Concrete Palace from q3shw22 instantly. I love q3shw22. :L

Congrats on the releases!
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
EmeraldTiger
Posts: 392
Joined: Fri Sep 17, 2010 1:53 am

Re: Screenshots

Post by EmeraldTiger »

Daaanng ShadoW, I don`t understand how you can make these maps so quickly. How much coffee do you drink? :olo:

Congrats on the releases. Maybe Palace could see a spot in the next IEM?
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
Noruen
Posts: 308
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Re: Screenshots

Post by Noruen »

Image
fKd
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Re: Screenshots

Post by fKd »

thats one sweet skybox noruen. have you got portals working? i forgot to send ya the .map. you still need it?
fKd
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Re: Screenshots

Post by fKd »

ps: nor3ctf1.zip readme 27 Sep 2010 20.26MiB review submitted :up:
Noruen
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Re: Screenshots

Post by Noruen »

fKd - yes, it is working now, BUT for some reason, q3map2 do not want to compile light with this skybox (program stop responding/working and is terminated by Win) :( But I don't need your map anymore :) And thanks for submission! I can't wait for next LvL actualization :))
fKd
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Re: Screenshots

Post by fKd »

i did not review it, but i knew you would be happy it had finally been done. gratz on ya first release :up:
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Checked your Q3Map2 log file? It usually spits out an error if it stops working.
[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]
obsidian
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Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Testing radiosity on global illumination. This compile took 110 seconds with 6MB of raw lightmap data. I still need to fix some of the artifacts, I think from the penumbra or maybe from sampling...

Image
[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]
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

Erm... I can't find q3map2 log file :clownboat: can you help me?

Screen - it is Q3 engine? That looks great i like that effect on the end of the shadows.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Yeah, it's Q3 test map. The effect at the end is the penumbra effect, I think I set too high a value and lowering it slightly looks a little more natural. Here are some more shots after some tweaking:

[lvlshot]http://robotrenegade.com/temp/q3map2-radiosity02.jpg[/lvlshot]
[lvlshot]http://robotrenegade.com/temp/q3map2-radiosity03.jpg[/lvlshot]

Whoops, rainbow edges!
[lvlshot]http://robotrenegade.com/temp/q3map2-radiosity04.jpg[/lvlshot]

How are you compiling your maps? I'm using a batch file and making it output everything to a text file. Most front-end programs will do the same. GtkRadiant shows the output in the editor console.
[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]
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

hmm.. but it looks really good. It is some special compile command to create this penumbra? Only sad thing is, that so smooth shadows are impossible in map because of lightmap size :(

And q3map2 doesn't write any error:
--- LoadMapFile ---
Loading C:/Program Files/Quake III Arena/baseq3/maps/TeScrap.map
entering C:/Program Files/Quake III Arena/baseq3/maps/TeScrap.map
0 light entities
--- SetupBrushes ---
80 opaque brushes
--- SetupDirt ---
48 dirtmap vectors
--- SetupSurfaceLightmaps ---
157 surfaces
91 raw lightmaps
52 surfaces vertex lit
105 surfaces lightmapped
93 planar surfaces lightmapped
0 non-planar surfaces lightmapped
12 patches lightmapped
4 planar patches lightmapped
--- SetupTraceNodes ---
3063 trace windings (0.77MB)
5658 trace triangles (0.47MB)
2730 trace nodes (0.17MB)
1366 leaf nodes (0.08MB)
2 average windings per leaf node
23 max trace depth
--- SetupGrid ---
Grid size = { 128, 128, 256 }
728 grid points
--- CreateLights ---
Sun: textures/noruen_ship/ShSky

And then: q3map2 stop responding and must be terminated :(
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