
Screenshots
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- Posts: 392
- Joined: Fri Sep 17, 2010 1:53 am
Re: Screenshots
I like their minimalist Quake 2 style with the good ol' concrete and steel look. Always a classic. 

[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
http://emeraldproductions.weebly.com/index.html
Re: Screenshots
Decided to finish my hi-res railgun.
Bits of it are really dark/black to hide a lack of detail, because I couldn't be bothered doing it
.
http://dl.dropbox.com/u/97693415/zzz-xyrail.pk3
[lvlshot]http://dl.dropbox.com/u/97693415/xyrail.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/97693415/xyrail2.jpg[/lvlshot]
Bits of it are really dark/black to hide a lack of detail, because I couldn't be bothered doing it

http://dl.dropbox.com/u/97693415/zzz-xyrail.pk3
[lvlshot]http://dl.dropbox.com/u/97693415/xyrail.jpg[/lvlshot]
[lvlshot]http://dl.dropbox.com/u/97693415/xyrail2.jpg[/lvlshot]
Re: Screenshots
Looks pretty cool. I think the glass/plasma thingie would look better if it had some kind of small border (..also wondering if it wouldnt look better if it was straight). Those cogs on top of the model look a bit out of place too - I think you'd be better off thinking about elements that serve a purpose; for example a reloading/ammo slot of slugs that looks like it could be opened with some kind of lever.
Overall it looks really nice though.
Overall it looks really nice though.
www.ferdinandlist.de/leveldesign
Re: Screenshots
I agree about the fluting on the plasma thing. Something more uniform like straight with rounded corners would make more sense/look better. Or maybe multiple windows into the blue plasma, each straight with rounded corners, but the outer ones having a shorter length (if that makes sense).
Re: Screenshots
nice. i enjoyed farcry 2. i know a lot of people didn'tDelirium wrote:*pix*
Been getting it on with Farcry 2 this week, this was the outcome!
to be fair, it got a little predictable once you learned not to go on the river, and unlocked all the bus stops
Re: Screenshots
Continued work on my Quake 3 map. Incorporated all the feedback I've gotten on my previous two editor shots. Lost quite some time on learning how to make my own skybox, using shaders for lighting effects and getting a teleporter texture working. Anyway, here are 3 ingame shots. Lighting needs a bit of work but overall I'm pleased with the progress.






Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: Screenshots
Digging the texture set. Your own or someone else? Shots look great.
Re: Screenshots
Look very cool inf.
The last screen has a nasty jaggy shadow. Maybe alter the sun angle or add a blur to the lightmap?
The last screen has a nasty jaggy shadow. Maybe alter the sun angle or add a blur to the lightmap?
Re: Screenshots
Thanks guys!
@j3st3r: These are remakes from Quake's Base set by Starbuck (his website is down)
@dONKEY: I know, I plan on doing the entire map and then decide what to do about it.
@geX: Are you guys still not done? Damn! :P
@j3st3r: These are remakes from Quake's Base set by Starbuck (his website is down)
@dONKEY: I know, I plan on doing the entire map and then decide what to do about it.
@geX: Are you guys still not done? Damn! :P
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: Screenshots
Heh. We are pretty much only 2 level designers on the levels, it takes so much time. We have 1 guy doing monster placement though.
Re: Screenshots
Of course, but back when I left you already had a lot of stuff going on. I figured it would be done by now. Don't mean to call you lazy or something. Apparently there haven't been any new mappers.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: Screenshots
Yeah, we never really got any new mappers on board. And don't worry I didn't take it in a bad way 

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- Posts: 392
- Joined: Fri Sep 17, 2010 1:53 am
Re: Screenshots
Love the new screenshot! It's got some great use of colors (as usual) and you almost wonder what lurks at the end of that corridor in the screen...
[color=#00FF00][b]EmeraldProductions[/b][/color]
http://emeraldproductions.weebly.com/index.html
http://emeraldproductions.weebly.com/index.html
Re: Screenshots
I got a free week so I started finding a proper toolset for building trees for Q3. This is my first result. I still can't figure out to import the md3 model with textures, as the md3 export plugin for blender doesn't work properly.
I've been rage-searching all day long....

I've been rage-searching all day long....

Re: Screenshots
Why does it have to be md3? Ase works just fine. Any animation can be achieved via shader files. I assume you know, but just in case visit http://www.katsbits.com for info of exporting ase files, and google will reveal how to set up the texture paths in the ase file so Q3 and GTKr can find the textures.
BTW what are you using to create the tree, or is it hand made?
BTW what are you using to create the tree, or is it hand made?
Re: Screenshots
Looks good. Nice textures, far better than most tree models I see being made for Q3. What's the polycount?
ASE is far easier to work with as map models. You only need .md3 files for player models, weapon models and in a few other rare occasions. It's probably easier to convert an .ase model into a .md3 using Q3Data.exe than trying to fix an exporter.
http://robotrenegade.com/articles/conve ... 3data.html
ASE is far easier to work with as map models. You only need .md3 files for player models, weapon models and in a few other rare occasions. It's probably easier to convert an .ase model into a .md3 using Q3Data.exe than trying to fix an exporter.
http://robotrenegade.com/articles/conve ... 3data.html
[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
Ah great info! I'm using ngPlant for tree making.
*Edit: I successfully exported an ASE Cube with a bark texture. Now I have to work hard on a good UV map for the trees.
Another problem is that when I'm importing the .obj from ngTree the whole mesh is imported into one object. But you can still distinct leaves and trunk by their different material. Is is possible to split the object into groups regarding to the material? I'm unsure if you can assign multiple textures if you don't.
Here's some more.


The ASE Exporter won't assign the correct material ID. Do you need to split the mesh or is there another way?
*MESH_FACE_LIST {
*MESH_FACE 0: A: 13820 B: 13821 C: 13822 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0
Right now my tree is all leaves

*Edit: I successfully exported an ASE Cube with a bark texture. Now I have to work hard on a good UV map for the trees.
Another problem is that when I'm importing the .obj from ngTree the whole mesh is imported into one object. But you can still distinct leaves and trunk by their different material. Is is possible to split the object into groups regarding to the material? I'm unsure if you can assign multiple textures if you don't.
Here's some more.


The ASE Exporter won't assign the correct material ID. Do you need to split the mesh or is there another way?
*MESH_FACE_LIST {
*MESH_FACE 0: A: 13820 B: 13821 C: 13822 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0
Right now my tree is all leaves


Re: Screenshots
I don't think Q3 understands submaterials (material ID). You have to split the model up into separate elements, one for each material. It should read as something like this, (note the MAP_NAME value is what Q3Map2 needs to use to find any attributed shaders):
Code: Select all
*MATERIAL 0 {
*MATERIAL_NAME "StandardFX_renderstyle"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5880 0.5880 0.5880
*MATERIAL_DIFFUSE 0.5880 0.5880 0.5880
*MATERIAL_SPECULAR 0.9000 0.9000 0.9000
*MATERIAL_SHINE 0.1000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "models/mymodel/texture.tga"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "D:\GameDev\Quake3\baseq3\models\mymodel\texture.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
[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
Enter Edit Mode, hit P, "Seperate by material". Aaaah 
The textures even show up in the Radiant. Now there's only one nitpick left: alignment of the leaves. Thanks everyone for your help!
[lvlshot]http://www.brushhour.org/phil/georg.jpg[/lvlshot]

The textures even show up in the Radiant. Now there's only one nitpick left: alignment of the leaves. Thanks everyone for your help!
[lvlshot]http://www.brushhour.org/phil/georg.jpg[/lvlshot]
Visit my portfolio: [url=http://www.brushhour.org]Brush Hour[/url]
Re: Screenshots
The way q3 handles submaterials is a bit of a pain.
Exporting ase meshes from Blender is a little tiresome. You are correct that with a multi-material mesh you need to separate by material, but also ensure each object has only one material. You need to delete other materials before export.
The unreal engine copes so much better in this respect. Blender meshes with multiple materials can just be exported as is.
Exporting ase meshes from Blender is a little tiresome. You are correct that with a multi-material mesh you need to separate by material, but also ensure each object has only one material. You need to delete other materials before export.
The unreal engine copes so much better in this respect. Blender meshes with multiple materials can just be exported as is.
Re: Screenshots
Yeah it was mentioned in the tutorial on KatsBits. Very helpful site. The alignment is now correct, as I skipped the unwrapping process. I just selected UV Mapping, flat for the textures.
[lvlshot]http://www.brushhour.org/phil/aulamitbaum.jpg[/lvlshot]
Regarding polycount: the leaves are the major part. Trunk: 10k, leaves 20k. I could still reduce the polycount of the trunk by 70%. The model shown above has two leaves groups, which is not necessary. You could reduce polycount even more by making a new texture with twigs and a couple of leaves on them. So there is still room for improvement on the performance.
There seems to be a face limit in the Q3 Engine? When I added five of those models to the map, I had some funky errors

[lvlshot]http://www.brushhour.org/phil/aulamitbaum.jpg[/lvlshot]
Regarding polycount: the leaves are the major part. Trunk: 10k, leaves 20k. I could still reduce the polycount of the trunk by 70%. The model shown above has two leaves groups, which is not necessary. You could reduce polycount even more by making a new texture with twigs and a couple of leaves on them. So there is still room for improvement on the performance.
There seems to be a face limit in the Q3 Engine? When I added five of those models to the map, I had some funky errors


Re: Screenshots
Are you sure you didn't change something in a shader (most likely a syntax error like an open brace)?
[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
No, those were stock textures all over the map by random. Some faces had the a rock texture, some didn't have it (same texture).