Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
neoplan
Posts: 125
Joined: Thu Jun 05, 2008 9:47 pm

Re: Screenshots

Post by neoplan »

obsidian wrote:Reminds me a bit of Skyland.
I got inspired by a Gorillaz video (Feel good).
obsidian
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Re: Screenshots

Post by obsidian »

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 ?
Use a monitor calibration tool. Test map with a default config. Toy around with -gamma and -compensate to match between r_overbrightbits 1/0.
[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]
Bonnebez
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Re: Screenshots

Post by Bonnebez »

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).

Image
Bonnebez
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Re: Screenshots

Post by Bonnebez »

To donkey: the brick wall on the center of the second screenshot look really cool
Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

obsidian wrote:Reminds me a bit of Skyland.
Reminds me of that one Half-Life 2 DM map with the lighthouse on top of an island.
fKd
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Re: Screenshots

Post by fKd »

flag base ceiling (very early wip) :

Image
nitin77
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Re: Screenshots

Post by nitin77 »

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.
o'dium
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Re: Screenshots

Post by o'dium »

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.
fKd
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Re: Screenshots

Post by fKd »

what?
o'dium
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Re: Screenshots

Post by o'dium »

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.
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Eraser
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Re: Screenshots

Post by Eraser »

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.
cityy
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Re: Screenshots

Post by cityy »

I updated my website today - tell me what you think: http://cityy.explicits.de/
www.ferdinandlist.de/leveldesign
obsidian
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Re: Screenshots

Post by obsidian »

lol... twitter pic. If you're going to add a mailto: don't nerf the email address.
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Silicone_Milk
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Re: Screenshots

Post by Silicone_Milk »

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 :)
cityy
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Re: Screenshots

Post by cityy »

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.
www.ferdinandlist.de/leveldesign
cityy
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Re: Screenshots

Post by cityy »

[lvlshot]http://cityy.explicits.de/img/shots/cure_1.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/img/shots/sil_1.jpg[/lvlshot]
www.ferdinandlist.de/leveldesign
obsidian
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Re: Screenshots

Post by obsidian »

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.
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Plan B
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Re: Screenshots

Post by Plan B »

Nice shots, cityy.
Very good texture theme and lighting.
Kaz
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Re: Screenshots

Post by Kaz »

Cityy: site and the new shots = win
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Kaz wrote:Cityy: site and the new shots = win
^ This.

Looking forward to trying them out.
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Bonnebez
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Re: Screenshots

Post by Bonnebez »

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.
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Screenshots

Post by themuffinman »

cityy wrote:[lvlshot]http://cityy.explicits.de/img/shots/cure_1.jpg[/lvlshot]
[lvlshot]http://cityy.explicits.de/img/shots/sil_1.jpg[/lvlshot]
You've been busy I see... your site is impressive.

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!
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

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
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

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.

Last edited by o'dium on Sat Apr 09, 2011 5:30 pm, edited 1 time in total.
cityy
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Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

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]
www.ferdinandlist.de/leveldesign
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