I got inspired by a Gorillaz video (Feel good).obsidian wrote:Reminds me a bit of Skyland.
Screenshots
Re: Screenshots
Re: Screenshots
Use a monitor calibration tool. Test map with a default config. Toy around with -gamma and -compensate to match between r_overbrightbits 1/0.Bonnebez wrote:How do you handle these differences, is there a way to make it so a level appear as closely as possible as what you want it to appear on someone else screen ?
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Re: Screenshots
I see the light ! I should have done this way earlier....
If you are interested, when i watched your pictures with my old gamma i saw them with 2 completely black. Now i see them with only 0 completely black (and see a lot more flaws in my stuff too).

If you are interested, when i watched your pictures with my old gamma i saw them with 2 completely black. Now i see them with only 0 completely black (and see a lot more flaws in my stuff too).

Re: Screenshots
To donkey: the brick wall on the center of the second screenshot look really cool
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Re: Screenshots
Reminds me of that one Half-Life 2 DM map with the lighthouse on top of an island.obsidian wrote:Reminds me a bit of Skyland.
Re: Screenshots
flag base ceiling (very early wip) :


Re: Screenshots
fkd,
looks awesome.
Odium,
Shouldnt it look right in whatever FOV the engine is in? From those shots, I'd say the one for FOV 65 looks the best/most well proportioned. But is the engine going to use FOV 65? If not, I think it needs tweaking.
looks awesome.
Odium,
Shouldnt it look right in whatever FOV the engine is in? From those shots, I'd say the one for FOV 65 looks the best/most well proportioned. But is the engine going to use FOV 65? If not, I think it needs tweaking.
Re: Screenshots
A beauty render with the head taking up the entire screen isn't the same. It's "impossible" to model a head that looks correct at any FOV.
Re: Screenshots
what?
Re: Screenshots
Models look differently based on distance to/from the camera point of origin and the FOV used.
In other words, you are trying to focus on a tiny area such as a head, by having to be close to the model ingame with the camera origin near by. This will distort the head at any FOV other than really low values, but then low values will also distort the mesh into making the scales look off. OR, you stay far away and thne just use low values, but same issue.
Or you could all just stop being pedantic. The mesh looks fine, its not the same as looking at a level. But even then you msut be able to agree you can't get the same sense of scale from a level shot when they are using different FOV's. Game engines dont work that way.
In other words, you are trying to focus on a tiny area such as a head, by having to be close to the model ingame with the camera origin near by. This will distort the head at any FOV other than really low values, but then low values will also distort the mesh into making the scales look off. OR, you stay far away and thne just use low values, but same issue.
Or you could all just stop being pedantic. The mesh looks fine, its not the same as looking at a level. But even then you msut be able to agree you can't get the same sense of scale from a level shot when they are using different FOV's. Game engines dont work that way.
Re: Screenshots
Could you post a picture of the head on a body as it would look in-game? That would probably instantly dis-spell any uncertainties.
Re: Screenshots
I updated my website today - tell me what you think: http://cityy.explicits.de/
www.ferdinandlist.de/leveldesign
Re: Screenshots
lol... twitter pic. If you're going to add a mailto: don't nerf the email address.
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Re: Screenshots
cityy - I'd like to see more to that site. Maybe clicking on a levelshot lets us access more screenshots of that map?
There's no info on who you are either. I see some work but, who's the guy that made it?
Also I can't say I'm a fan of the cloud background image. I feel it distracts a bit from the levelshots.
I would definitely like to see larger shots of those levels though
There's no info on who you are either. I see some work but, who's the guy that made it?
Also I can't say I'm a fan of the cloud background image. I feel it distracts a bit from the levelshots.
I would definitely like to see larger shots of those levels though

Re: Screenshots
I'm afraid of spam Obsidian - is there any propper way to prevent it?
@Silicone_Milk:
I want to add lightbox or a simular tool to present some larger shots - not sure how I will implement it yet. As time goes I will add more content to the site - some info about me, the mapping resources list, maybe some tutorials. I'm not sure about the background either. I actually wanted to gather some feedback about it.
@Silicone_Milk:
I want to add lightbox or a simular tool to present some larger shots - not sure how I will implement it yet. As time goes I will add more content to the site - some info about me, the mapping resources list, maybe some tutorials. I'm not sure about the background either. I actually wanted to gather some feedback about it.
www.ferdinandlist.de/leveldesign
Re: Screenshots
[lvlshot]http://cityy.explicits.de/img/shots/cure_1.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/img/shots/sil_1.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/img/shots/sil_1.jpg[/lvlshot]
www.ferdinandlist.de/leveldesign
Re: Screenshots
There are all sorts of methods, you can mix and match as necessary. The form method is popular and then you can link to a vCard so users can save your contact info.
Also, add a ban list to your .htaccess file to stop bots from being able to read your site in the first place.
Also, add a ban list to your .htaccess file to stop bots from being able to read your site in the first place.
[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]
Re: Screenshots
Nice shots, cityy.
Very good texture theme and lighting.
Very good texture theme and lighting.
Re: Screenshots
Cityy: site and the new shots = win
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Re: Screenshots
^ This.Kaz wrote:Cityy: site and the new shots = win
Looking forward to trying them out.
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
http://emeraldproductions.weebly.com/index.html
Re: Screenshots
wip: by adding a brush with an fx in the reactor we get a cool effect ingame. The reactor is really a single model, i dont need any more to export separatly parts of a model. Dont focus on details, just feel how it can help to do something different from standard ceilings.
[lvlshot]http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1_ceil_reactor_wip2.jpg[/lvlshot]
[lvlshot]http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1_ceil_reactor_wip3.jpg[/lvlshot]
I took a day off and must go prepare the travel but this evening i will post the pack with the temp model and map so that users who are interested can experience this new kind of quake 3 asset live.
[lvlshot]http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1_ceil_reactor_wip2.jpg[/lvlshot]
[lvlshot]http://serge.billault.pagesperso-orange.fr/Quake3/phobos_pack_v1_ceil_reactor_wip3.jpg[/lvlshot]
I took a day off and must go prepare the travel but this evening i will post the pack with the temp model and map so that users who are interested can experience this new kind of quake 3 asset live.
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Re: Screenshots
You've been busy I see... your site is impressive.cityy wrote:[lvlshot]http://cityy.explicits.de/img/shots/cure_1.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/img/shots/sil_1.jpg[/lvlshot]
Left Behind looks great now (EvilLair's shoddy Q2 pack with it's almost direct conversion of the original Q2 textures that you used previously really didn't do the map justice - although it was probably the legal concern of having the textures in QL that made you change it to QL textures in the first place). All the other maps are also looking seriously impressive - and have a very refreshing look. My only criticism is the window you ripped from Asylum and put in Cure

Great job though!
Re: Screenshots
I tried a mini game that i intended to put in the mini demo map for the phobos pack but this one try tell me that quake 3 rotating objects are not suited for this. If some of you want to test this concept (you will have to launch the map with the console): http://serge.billault.pagesperso-orange ... 3/joke.pk3 ("save link target as" if strange glyphs appear with mozilla).
The goal is to reach the blue flamme, if you are hit by the lasers you lose
The goal is to reach the blue flamme, if you are hit by the lasers you lose
Re: Screenshots
I couldn't be bothered to make a pic, so I made a video, go figure...
UPDATE: These are a few more I left off the last video that never made the cut.
UPDATE: These are a few more I left off the last video that never made the cut.
Last edited by o'dium on Sat Apr 09, 2011 5:30 pm, edited 1 time in total.
Re: Screenshots
Another project I'm working on together with phantazm11 - it is based on his most recent tourney map.
[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0000.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0001.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0002.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0000.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0001.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/15072710/phant_cityy/shot0002.jpg[/lvlshot]
www.ferdinandlist.de/leveldesign