Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
User avatar
GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Re: Screenshots

Post by GONNAFISTYA »

o'dium wrote:Colour... In OverDose...? Whatever next...?

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od1.jpg[/lvlshot]

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od2.jpg[/lvlshot]

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od3.jpg[/lvlshot]

Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...
Nice. :up:
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Screenshots

Post by KittenIgnition »

dONKEY wrote:@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)
We should team up and make some really over-the-top levels :D
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

dONKEY wrote:@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)
Is there a summarized thread/post of all this? :D
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

dONKEY wrote:Not mapped for awhile, did some doodling this morning:
Image
Nice shadow detail there... interesting design, looks almost Steampunk-ish.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

I think it looks more like the inside of a zeppelin. Needs a mooring tower.
[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]
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

I had no idea at all where I was going to be honest. I was thinking along the lines of an arboretum I think when I was messing about with the roof.
@^ghost, it just occurred to me, that's my textures from my (other) steampunk level, quake3 steam arena :)
User avatar
mrd
Posts: 4289
Joined: Sat Mar 25, 2000 8:00 am

Re: Screenshots

Post by mrd »

Some nice shots on this page. Props folks :up:
Cleric
Posts: 17
Joined: Thu Jan 19, 2012 2:41 pm

Re: Screenshots

Post by Cleric »

Why don't i embarrass myself a little with a couple of screenshots of my WiP.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Glass/mirrors tends to break radially and spiderweb or crack laterally.

I like the lighting and specular. What game is this for?
[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]
Cleric
Posts: 17
Joined: Thu Jan 19, 2012 2:41 pm

Re: Screenshots

Post by Cleric »

obsidian wrote:Glass/mirrors tends to break radially and spiderweb or crack laterally.
Yeah it looks kinda bullshitty, gotta fix it. Thanks :)
It's for urban terror, this is actually the updated fstech1 engine, so it supports VBO and normal mapping.
Cleric
Posts: 17
Joined: Thu Jan 19, 2012 2:41 pm

Re: Screenshots

Post by Cleric »

I've taken your advice and kinda fixed the mirror glass, replaced the geometry with a texture of broken glass.
Looks a bit better than before. Bench is in there just to test it and see how it looks like ingame.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

Metal on:
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

lol that's awesome. Didn't even notice the gesture until I saw the second screenshot.

What's all the red text on there by the way?
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

Eraser wrote:What's all the red text on there by the way?
It's my phong editor texture for the rock material. Normally I put a text onto shader effected stuff, also e.g. adding an arrow for moving stuff such as the beams from the sfx folder.
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Screenshots

Post by sst13 »

Started texturing these days. Theme will be some kind of "concrete & rusty steel hammerd into flesh". >:D

[lvlshot]http://sst13.net/pics/13head10.jpg[/lvlshot]

[lvlshot]http://sst13.net/pics/13head11.jpg[/lvlshot]

Some more:
http://sst13.net/pics/13head12.jpg
http://sst13.net/pics/13head13.jpg
http://sst13.net/pics/13head14.jpg
http://sst13.net/pics/13head15.jpg
Last edited by AEon on Fri Mar 29, 2013 8:26 am, edited 1 time in total.
Reason: lvlshot'ed the suckers
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Screenshots

Post by Theftbot »

Don't show LawL them goatsee like teleporters!
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

sst13 wrote:[lvlshot]http://sst13.net/pics/13head14.jpg[/lvlshot]
I like both shots and this one.

About shot: Be sure to add some form of "bridging" to the TP, the two gaps in the floor between stairs and TP will not let bots navigate the "jumping".

The roundish edgy design is really nice, and the white, red, and orange contrast well against the pretty drab crete look. Hope you will be able to add more *rust* or some other strong texture (e.g. dark wood) to make the maps less depressingly drab. A more "happy" blue sunny skybox would also help. Designs are cool anyway. Hoping to get something to beta test soon :)... oh, please make this a Q3 DM map, CTF no likey and Quake Like no likey either :toothy:
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

Theftbot wrote:Don't show LawL them goatsee like teleporters!
as if LawL actually browses LEM
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Very nice work sst13!
www.ferdinandlist.de/leveldesign
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

Will it be possible to see the head from the outside somewhere?
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Screenshots

Post by sst13 »

Bliccer wrote:Will it be possible to see the head from the outside somewhere?
Only in spectator mode...

Edit: Who said goatse teleporter? :D

[lvlshot]http://sst13.net/pics/13head16.jpg[/lvlshot]

It sucks you into a nice and warm place...
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

sst13 wrote:[lvlshot]http://sst13.net/pics/13head16.jpg[/lvlshot]
It sucks you into a nice and warm place...
It reminds me an portal from the 'Sliders' tv series :P
Last edited by AEon on Tue Apr 09, 2013 2:16 pm, edited 1 time in total.
Reason: lvlshot should be our friend.
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

isn't there a shader parm that can make a surface writhe about? stick it on that thing for maximum yuck factor
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

"deformVertexes" and "surfaceparm anus".
[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]
Post Reply