Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Eraser
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Re: Screenshots

Post by Eraser »

Can't you make his specular map so that it doesn't give any specular highlights? Old dusty bones don't really reflect light all that well I'd say. Or does that look really odd in-game?
skinNCNmaster
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Re: Screenshots

Post by skinNCNmaster »

sparkly line at the top of the grate in this pic odium
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Eraser
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Re: Screenshots

Post by Eraser »

Yeah at the right of the computer monitor as well. But I'm inclined to think they're very thin specular highlights?

Some anti aliasing may fix that. Are these screenshots antialiased? I don't think so, right?
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CZghost
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Re: Screenshots

Post by CZghost »

o'dium wrote:*Screenshots*
It's Quake Wars no?
BTW looking amazing! Like a forgotten place...
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Shadowdane
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Re: Screenshots

Post by Shadowdane »

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

-snip- removed images
Looks awesome o'dium! Needs some anti-aliasing though. Have you thought about using a post processing AA technique? SMAA (Subpixel Morphological Antialiasing) is probably the best implementation I've seen. Gives an awesome anti-aliased image with very little framerate hit.

http://www.iryoku.com/smaa/
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Eraser
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Re: Screenshots

Post by Eraser »

CZghost wrote:It's Quake Wars no?
BTW looking amazing! Like a forgotten place...
No it's Overdose which (as far as I know) is built upon a heavily modified Quake 2 engine, although I think that not much of Quake 2's original rendering code is left in there :)

By the way, would you please refrain from quoting 3 large images only to add two sentences of text that really do not require the presence of the actual images.
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Eraser
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Re: Screenshots

Post by Eraser »

Shadowdane wrote: Looks awesome o'dium! Needs some anti-aliasing though. Have you thought about using a post processing AA technique? SMAA (Subpixel Morphological Antialiasing) is probably the best implementation I've seen. Gives an awesome anti-aliased image with very little framerate hit.

http://www.iryoku.com/smaa/
I recently read something about an AA algorithm developed by nVidia called FXAA. Not sure if it's useful for o'dium, but I'll share anyway:

http://hardocp.com/article/2011/07/18/n ... technology

Supposedly it's very efficient, flexible and easy to implement as post-process pixel shader.
Shadowdane
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Re: Screenshots

Post by Shadowdane »

Eraser wrote:
Shadowdane wrote: Looks awesome o'dium! Needs some anti-aliasing though. Have you thought about using a post processing AA technique? SMAA (Subpixel Morphological Antialiasing) is probably the best implementation I've seen. Gives an awesome anti-aliased image with very little framerate hit.

http://www.iryoku.com/smaa/
I recently read something about an AA algorithm developed by nVidia called FXAA. Not sure if it's useful for o'dium, but I'll share anyway:

http://hardocp.com/article/2011/07/18/n ... technology

Supposedly it's very efficient, flexible and easy to implement as post-process pixel shader.
Please don't use FXAA unless you want a big blurry mess. I've tried FXAA in Battlefield 3 & Skyrim, both of those suffer from a huge loss in detail as the FXAA shader blurs the textures quite a bit too. SMAA is very much a HUGE improvement and probably the best post processing AA shader I've seen thus far.

Btw... SMAA was developed by Crytek and used in Crysis 2.
o'dium
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Re: Screenshots

Post by o'dium »

We of course have AA :p You bunch of slack jawed faggots :@

But no, I *think* that may be due to me messing up the texture mapping there in the editor, as it looks like tiny bit of the edge is wrapping over there. I'll have a check.

As for bones, remade his texture a lot more mossy looking and ramped down the spec map, looks better.
Plan B
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Re: Screenshots

Post by Plan B »

Shadowdane wrote:Please don't use FXAA unless you want a big blurry mess.
I'm playing Batman Arkham City on pc and implement "fxaa high".
It looks and performs flawlessly, no bluriness to be found.
Looks exactly how 4xmsaa looks, only with higher fps ... and 4xmsaa, or this equivalent, is enough for me; I don't notice more detailed antialiasing anyway.

I for one subscribe to this new technology :up:
Noruen
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Re: Screenshots

Post by Noruen »

Sock is BACK! WooHoo :)
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Re: Screenshots

Post by fKd »

Noruen is back! woop! :D
Noruen
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Re: Screenshots

Post by Noruen »

Hey! You have absolutely degraded my expression of happiness! :P Sock is my inspiration, it is great he is stil mapping for Quake. Bad fKd! :)
sock
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Re: Screenshots

Post by sock »

Mostly an architectural doodle ...
Image
Hey Noruen, you come back as well! :)
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Fjoggs
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Re: Screenshots

Post by Fjoggs »

Gimme that texturepack. We wants it, yes, Fjoggssss wants it. So we can create preciousess.
cityy
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Re: Screenshots

Post by cityy »

That looks cool sock, do you plan on making another level for quake 3 or was this really just a doodle?

---

[lvlshot]http://dl.dropbox.com/u/15072710/QL/Hektik/shot0009.jpg[/lvlshot]

Started remaking swelt's Hektik for q3. I'm trying to create a q2/strogg style texture set.
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EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

@sock: Looks brilliant! (Sorry MuffinMan, I stole your line :p ) The rafters at the top look especially amazing for id tech 3.

@cityy: Was this in response to that ESReality thread? Hehe looks very nice, I'm glad someone is actually putting effort into doing a proper remake rather than just recompiling it without the author's permission. Good luck with it.
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sock
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Re: Screenshots

Post by sock »

@Fjoggs, ummm maybe, still got some more parts of the set to finish yet.
@cityy, it is just a doodle, I don't plan to release anymore Q3 maps. I am just having some fun with textures at the moment. It seems like everyone wants to create tech maps nowadays, not sure why.
Well he was evil, but he did build alot of roads. - Gogglor
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lightmill
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Re: Screenshots

Post by lightmill »

Image
[url=http://twitter.com/back2cccp]twit[/url]
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[color=#BFFFBF]¯\_(ツ)_/¯ ----------------------------------------------------------------
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obsidian
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Re: Screenshots

Post by obsidian »

CTHULHU!
[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]
EmeraldTiger
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Re: Screenshots

Post by EmeraldTiger »

Not enough water to be Cthulhu imho. Looks more like Yog-Sothoth, or a pine cone dropped into a bowl of whole-wheat spaghetti. Nice work though, either way.
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wattro
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Re: Screenshots

Post by wattro »

that there is a triple coiler
themuffinman
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Re: Screenshots

Post by themuffinman »

More like the Flying Spaghetti Monster.
cityy
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Re: Screenshots

Post by cityy »

EmeraldTiger wrote: @cityy: Was this in response to that ESReality thread? Hehe looks very nice, I'm glad someone is actually putting effort into doing a proper remake rather than just recompiling it without the author's permission. Good luck with it.
Thanks, swelt contacted me about retexturing the map after that decompiled version appeard.
sock wrote: It seems like everyone wants to create tech maps nowadays, not sure why.
I'm just a huge fan of how Quake 2 looks.. Also creating a set like this is somewhat easier for me than creating a convincing gothic set for example. Maybe I will get there in the future.
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Fjoggs
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Re: Screenshots

Post by Fjoggs »

sock wrote:@Fjoggs, ummm maybe, still got some more Q3 maps to release
Glad to hear it!

Lightmill: Looks like the Lifa/World Tree from Final Fantasy 9. :)
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