Quake3World.com Forums
     Level Editing & Modeling
        my ent plus work.


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: my ent plus work.

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 11-15-2011 12:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


since these are gonna be big pics, i thought i better split it from the screenshots thread.

so ive been making a ent plus map. so far ive got the layout for the first map done. only really basic stuff done so far.
after the layout had been done and the hull sealed i've started working on a few areas. only really basic stuff so far in all departments really... so anyway, enjoy :)


this shots the first exit from the start section.


this is the start room




Last edited by AEon on 08-11-2012 02:12 AM, edited 1 time in total.Reason: lvlshot'ed 'em

Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 11-15-2011 01:05 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Wow, that geometry looks mighty impressive




Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 11-15-2011 01:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


another angle... :D




Top
                 

Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5230
PostPosted: 11-15-2011 02:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Now swap out those boring low res ID textures and andromedaset with some high res goodies, and it will look amazing. ;)




Top
                 

Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
Posts: 341
PostPosted: 11-15-2011 03:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Dito.
Although it's cool what you achieve with those old textures. Looks like a server room?




Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 11-15-2011 03:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


yeah fully, i always kinda start with stock when im shaping up some kinda feel. will have to go find some high rez textures. have not seen anything suitable... any links to good sci-fi/industrial tex pack/s would be great.




Top
                 

Glayven?
Glayven?
Joined: 23 Jan 2005
Posts: 13025
PostPosted: 11-15-2011 05:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


:up:




Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 11-16-2011 07:45 AM           Profile   Send private message  E-mail  Edit post Reply with quote


:up: Yes, it looks amazing... Have you made it downloadable?



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 11-16-2011 02:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


na, its a long way away from a d/l. prolly about 10-20 weeks away at my current pace. damn you skyrim :olo:




Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 11-28-2011 11:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


a little update shot, still workin away on this... slowly :ninja:




Top
                 

Insane Quaker
Insane Quaker
Joined: 16 Sep 2010
Posts: 391
PostPosted: 11-28-2011 11:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


The tech+organic theme is great, reminds me of AEon's old map. Kind of relaxing...



_________________
EmeraldProductions
http://emeraldproductions.weebly.com/index.html


Last edited by EmeraldTiger on 11-28-2011 11:19 PM, edited 1 time in total.

Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 11-28-2011 11:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


another angle




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 11-28-2011 11:27 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Sweet!




Top
                 

Commander
Commander
Joined: 27 Apr 2009
Posts: 102
PostPosted: 11-29-2011 02:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Damn Fkd that's some smoking stuff! good work



_________________
Image


Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 12-17-2011 04:34 PM           Profile Send private message  E-mail  Edit post Reply with quote




bit of work on the other end of the main systems room. blue key door.




Top
                 

Commander
Commander
Joined: 19 Feb 2005
Posts: 102
PostPosted: 12-17-2011 04:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


l;ooks fabulous




Top
                 

Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 12-17-2011 09:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


Imagine if fKd knew how to model and use Ambient Occlusion?




Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 12-18-2011 01:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


not my bag, im old school. bsp 4 lyfe!

+this one go's out to eraser and the great ent plus mod :D




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 12-18-2011 07:09 AM           Profile   Send private message  E-mail  Edit post Reply with quote


That's just amazing stuff. You think you get to finish this in... oh... the next three years? ;)




Top
                 

Grunt
Grunt
Joined: 27 Oct 2010
Posts: 71
PostPosted: 12-26-2011 12:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Nice stuff!



_________________
My Website:
Image


Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 01-05-2012 05:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


early work on the power subsystems deck.




Top
                 

Mercenary
Mercenary
Joined: 07 Sep 2009
Posts: 230
PostPosted: 01-06-2012 06:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


map looks awesome but needs some AA



_________________
NRC
Defrag
Q3 Map Archive


Top
                 

Multidirectional
Multidirectional
Joined: 29 Jan 2003
Posts: 2895
PostPosted: 01-06-2012 07:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


is that a lift on the left?, nice




Last edited by skinNCNmaster on 01-06-2012 01:31 PM, edited 1 time in total.

Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 01-06-2012 12:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


yup




Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 01-12-2012 12:43 AM           Profile Send private message  E-mail  Edit post Reply with quote


more power!



more mid work




Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 01-12-2012 01:17 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Amazing stuff fKd, amazing stuff.




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 01-12-2012 03:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


I love the feeling of the atmosphere, looks amazing, but what do you plan to do in this place? any puzzles? AI combat? story?



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Immortal
Immortal
Joined: 02 Jun 2006
Posts: 2476
PostPosted: 01-12-2012 04:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


all the fun stuff will be done when i start working with the ent+ ents. first up im just laying out the structure. its gonna be an escape type map with a little combat and some basic key/button/trap/exploration.
think doom maps. nothing ground breaking, but its been years since i did any sp mapping. so im gonna warm up on this easy one first. hopefully its simple ents will be over shadowed by the fun factor.... heh fingers crossed.




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 01-12-2012 10:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
all the fun stuff will be done when i start working with the ent+ ents. first up im just laying out the structure.

You should get all the ent+ entities working before you do any more structure work because there are still plenty of BSP limitations you could hit. I highly recommend you get other people checking your map as early as possible, so you can implement feedback and not find you are wasting time.

I am surprised you are not going to make any of that machinery functional with entities. The main reason for using entity+ is most of the brush/entity limits are gone and you can create loads of cool working/interactive stuff. Also, upgrade those textures, they are really low resolution, find some replacements from cgtextures.



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 01-13-2012 01:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


sock wrote:
The main reason for using entity+ is most of the brush/entity limits are gone and you can create loads of cool working/interactive stuff.


Ahm, actually the limits are still very much there, but the difference is that you can string BSP's together so you can work around the limits by moving the player over to the next BSP once you're about to hit any limits.




Top
                 

The Illuminated
The Illuminated
Joined: 08 Sep 2000
Posts: 1085
PostPosted: 01-13-2012 07:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
actually the limits are still very much there


I was assuming that the overall map entity limit (1024) and brush entity (256) limit had been increased? because those were the main reason I could not make many interactive items.



_________________
Well he was evil, but he did build alot of roads. - Gogglor
My Website & Twitter


Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-13-2012 07:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


IIRC, increasing the entity limits was discussed but it seems as if they are part of the engine code, thus requires more work than a simple game mod. However, you now have the same entity limits per map, and you can string a number of maps together as part of a campaign. While you still have to work within the same limits, you can split your map into chunks. Also, many of those crazy logic switches in your map can now be simplified.

Question: the game doesn't save entity states does it? Meaning if I face a closed door in map A, can I go to map B and find a switch to open it, then return to map A and walk through it? I'm guessing not, but you can always make a map C that looks exactly like map A with the open door.



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 01-13-2012 10:27 AM           Profile   Send private message  E-mail  Edit post Reply with quote


It doesnt save entity states, but there is a target_variable entity that can write a value associated to a variable name to memory. Theses variables persist across map changes. They can also trigger a Target based on whether or not the variable matches a specified value. So you can set the var in map B, go back to A and trigger certain entities on map load.




Top
                 

Insane Quaker
Insane Quaker
Joined: 28 Jan 2010
Posts: 308
PostPosted: 01-16-2012 12:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


It is amazing map. So many details! Eraser would be in three-day orgasm :)




Top
                 

The hell good boy
The hell good boy
Joined: 22 Jun 2011
Posts: 1922
PostPosted: 01-17-2012 04:30 AM           Profile   Send private message  E-mail  Edit post Reply with quote


How long will be the map unavaible?



_________________
[ Websites | Facebook | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon


Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.