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 »

Eraser wrote:Everything looks a bit shiny though
Are you saying the floor tiles and walls are too shiny :p but yeah I do need to play eight the spec power/scale levels in some cases. Anything that stands out really badly?

Also sock, those textures give q3 a totally new breath of life :)
obsidian
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Re: Screenshots

Post by obsidian »

The last shot has too much specular on walls, floor, wood and cardboard boxes. Wood, and especially cardboard are completely matte surfaces so probably shouldn't have any specular on it at all.
[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]
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

screenshots of what youre working on thread
Last edited by skinNCNmaster on Tue Jan 03, 2012 11:39 pm, edited 1 time in total.
deqer
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Re: Screenshots

Post by deqer »

those screenshots look better than the last ones. the map is really starting to look interesting. the unique style of art is now paying off with the architecture you have going here now in these shots.
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Eraser
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Re: Screenshots

Post by Eraser »

o'dium wrote:
Eraser wrote:Everything looks a bit shiny though
Are you saying the floor tiles and walls are too shiny :p but yeah I do need to play eight the spec power/scale levels in some cases. Anything that stands out really badly?
Well, in this shot the floor tiles look too shiny and the right mirror looks not like a mirror but like someone poured molten tin in there and had it dry up.
In the second shot the floor and walls are too shiny. It just looks like everything has a thin layer of frozen water on it, like you're walking around in a big freezer.
o'dium
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Re: Screenshots

Post by o'dium »

Keep in mind that they are tiles, so yeah they would be shiny. However I will play with the spec map, power and scale settings there so they look a bit different as they at also supposed to be dirty too.

The mirror is a tough one, it need to reflect, and I'm thinking that problem is actually coming from the fact it reflects too much. It's also using a temp env map there until I finish that room an can give it a decent one.

When I get back home I'll have a mess with all the spec levels, see if I can't figure something out.
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

id say the mirror passes if you're comparing it to half the bar bathroom mirrors in montreal...

today : piles of stuff cleaned up, and some skybox modding..
[lvlshot]http://www.rave.ca/en/image/original/441557/[/lvlshot]
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

dirEcTOr groSS put something new out two weeks ago!
New Q3 Film #1 and a short; New Q3 Film #2

Code: Select all

[i]new pics from last nights final compile...
new "steps" in the center.. incomplete/jail "lock up" zone in conceptualization
still working on the hinting around the center... 43fps at high tri draw spot.[/i]
[lvlshot]http://www.rave.ca/en/image/original/441671/[/lvlshot]
Ps - imm still the last poster today so heres two new ones:
some compile changes during light phase, a bit bright in spots maybe.. opinions?
fps lol didnnt do vis stage for these shots
pic1 - pic2
Last edited by skinNCNmaster on Wed Jan 04, 2012 6:01 pm, edited 10 times in total.
fKd
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Re: Screenshots

Post by fKd »

this map has its own thread, why are you spamming the screenshot thread as well? :D
deqer
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Re: Screenshots

Post by deqer »

fKd wrote:this map has its own thread, why are you spamming the screenshot thread as well? :D
He's attempting to evade ignoring. I believe he feels his thread is being ignored, and therefore he's spamming more stuff about it in here. I believe he still hasn't learned to accept the fact that sometimes people just aren't interested or don't feel like posting a reply.
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

1, the maps thread is for the beta which is a few days old... these screenshots are from today, current work in progress and this is the "screenshots of what we're working on thread"

2. pardon me for participation in a near dieing forum, but then quake 3 is pretty fun, i will probably be around after many of you move on.

3. its funny how may i point out, the number of replies that do get posted having nothing to do with quake or mapping and everything to do with some other posters ability to write a post that passes big brothers inspection criteria
Last edited by skinNCNmaster on Wed Jan 04, 2012 5:58 pm, edited 2 times in total.
fKd
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Re: Screenshots

Post by fKd »

your screenshots are all really dark. you should also /cg_draw2d 0. and dont forget, quality always wins over quantity. from the screens the lighting looks very flat and bland, maybe a few brighter areas might add a little contrast. lots of strange angles and its very open, looks like rail would own it up hard.
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Eraser
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Re: Screenshots

Post by Eraser »

skinNCNmaster, the amount of screenshots you're posting is a bit excessive indeed. People are interested in seeing your work, but post two or three screenshots that focus on some significant changes that you've made. Random screenshots of the map that show just a few tiny changes aren't of interest to anyone.
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

1, my screenshots are not ALL really dark
2, thank god god created someone who knows what EveRYOne wants and likes.
3. with less than ten people posting regular shots of "what youre working on" is it really necessary to prune?

fkd, thanks for the hud on off thingy..
as for qual/quan... you didn't see screenshots from 10+ other compiles of the same day..

-post moved up:
@odiums post beneath this one: theyre 1024x76 actually scaled by the lvlshot tag, yours are near 2mb per image... but you include two images in each picture(the bunkbeds), duplicating one we've seen before a bunch of times... if you toss that copy pic from each shot you'll save some size.. :D

ps-fkds post
hey um as for the lighting... i've got a half dozen different light compile strings im trying to work out the best light for the map still, its a darknight time skybox and i don't want to over pup the map with minilights

ps- @ mkjs post below, noted, no more than 1 & urls for additionals


pss- at fkd's post below, SPOT LIGHTS, good idea.. ty
Last edited by skinNCNmaster on Wed Jan 04, 2012 9:43 pm, edited 12 times in total.
o'dium
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Re: Screenshots

Post by o'dium »

I don't mean to go out of character and play the nice guy, but... Hes posting a few 640x480 pics. jpegs, no less. Are we all having a hard time downloading them...?

If so, I feel bad now for posting mine, which while few, likely equal more bandwidth than all his.
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MKJ
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Re: Screenshots

Post by MKJ »

if you wanna be a nerd about it, weakass browsers (like IE) only support so many simultaneous transfers. so in a situation like this its not about bandwidth but delay caused by the amount of items.

ok ill stop now
fKd
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Re: Screenshots

Post by fKd »

@skinNCNmaster how about like overhanging flood lights. (center, and each base) could be a cool looking thing if you work it into ya theme with those crazy shaders you love to make. :up:
o'dium
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Re: Screenshots

Post by o'dium »

Yeah, I know, I remade something I only actually bloody made a few months back, sue me... I was never really happy with the Ivy, it was always a bit too bland, no detail, the colour was all off, blah blah... This new ones not perfect, I only used four different leaf designs for one, and it can be a bit obvious if you look for it in spots. I did use different scales however, but the repeating leaves, well, just deal with it :p I can't be arsed to go back and fix it now anyway.

NOTE: Pics are links rather than images as they are high res .PNG files so jpeg compression doesn't rape my arse.

http://www.team-blur-games.com/odium/ivy_new_d.png

http://www.team-blur-games.com/odium/ivy_new_local.png

http://www.team-blur-games.com/odium/ivy_new_s.png

And to compare, these are the old texures:

http://www.team-blur-games.com/odium/ivy_old.png

Now of course thse are sheets for foliage on walls and the like. Once I've remade all the 3d shapes so that the ivy has volume in the level, I'll show you a few screenshots of that too.
obsidian
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Re: Screenshots

Post by obsidian »

The new ivy looks better, but the old one looked perfectly fine. I think you're going a little OCD with content that looks perfectly acceptable. :p
[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]
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

messin around with geometry fro gregyptctf1
[lvlshot]http://www.rave.ca/en/image/original/441945/[/lvlshot]
[lvlshot]http://www.rave.ca/en/image/original/441792/[/lvlshot]
o'dium
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Re: Screenshots

Post by o'dium »

Lots of foliage/effects missing, so it may look a bit sparse and underdetailed in places:

[lvlshot]http://www.team-blur-games.com/odium/odmp1_update_1.png[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/odmp1_update_2.png[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/odmp1_update_3.png[/lvlshot]
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Eraser
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Re: Screenshots

Post by Eraser »

That looks real good odium
cityy
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Re: Screenshots

Post by cityy »

That ivy looks good but I can't really tell where it is coming from.
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Eraser
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Re: Screenshots

Post by Eraser »

Bones is still looking a bit shiny though, like he's made of bronze.
o'dium
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Re: Screenshots

Post by o'dium »

I'll change those to smaller hotlinked pics in a min as requested...

Yeah, with the skeleton I'm really finding it hard to get a decent look on his spec, no matter what I do, he looks shiney... I thought the EXACT same thing as I posted them. I'll have a few tests.
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