Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

Hello

Can I control how my map looking in fullscreen and non fullscreen mode ?

Here how it looks like now, first in fullscreen:
Image
Image

then how I expect to see always in non-fullscreen mode:
Image
Image

I just want that the map look exactly the same as in no fullscreen, is this depend on user or map settings ?
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

It is because of r_overbrightbits 1. It doesnt work in windowed mode. Overbrightening is like HDR, but only possible in fullscreen mode.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

Noruen wrote:It is because of r_overbrightbits 1. It doesnt work in windowed mode. Overbrightening is like HDR, but only possible in fullscreen mode.
Yes thank you, that is what I've meant, but overall number of maps looking better with r_overbrightbits 1, atleast all q3 standard maps, well I think I will have to force peoples to play on my map with r_overbrightbits set to 0 then :)
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

Since I dived into Radiant for two days I thought I could post my outcome here...
It's supposed to be another redesign of a defrag map for my upcoming df-vid (like rhv, some pages before).

Initial idea with the tentacles and its style came from spray (very good lvldesigner, known in df universe). When he didn't respond to my messages anymore, I took over his map and added the details I wanted him to add. Now it's kind of a mix of the tentacles idea and the still-frame map "estatica". A cutie white/green octopussy coming out of the map.

before_1
after_1

before_2
after_2

before_3
after_3
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Very nice stuff, Bliccer. Lovely looking croissant in the final screenshot ;)
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Screenshots

Post by sst13 »

Quakish version of q3dm16 "Bouncy Map". Inpired by this Q3 Beta screenshot: http://quake.de/showpicture.php?name=qu ... eta_13.jpg

[lvlshot]http://sst13.net/pics/13tomb1.jpg[/lvlshot]

[lvlshot]http://sst13.net/pics/13tomb2.jpg[/lvlshot]

[lvlshot]http://sst13.net/pics/13tomb3.jpg[/lvlshot]

[lvlshot]http://sst13.net/pics/13tomb4.jpg[/lvlshot]

[lvlshot]http://sst13.net/pics/13tomb5.jpg[/lvlshot]

[lvlshot]http://sst13.net/pics/13tomb6.jpg[/lvlshot]
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Very nice! Does this mean you can't fall off the map anymore?
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Screenshots

Post by sst13 »

Eraser wrote:Very nice! Does this mean you can't fall off the map anymore?
Yes, no space map anymore. There are only 2 small pits of death. (see 4th shot)
[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

ffs give us the head map already! (screens look nice, but I don't like the q1 setting in general :/)
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Very nice texture set, and reinterpretation of that map.
sst13 wrote:Quakish version of q3dm16 "Bouncy Map". Inpired by this Q3 Beta screenshot: http://quake.de/showpicture.php?name=qu ... eta_13.jpg
For those into a bit more nostalgia you might like to take a look at my (pretty old) nostalgia page comparing pre-release Q3A images with final ones. The above beta shot is also there:
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Screenshots

Post by KittenIgnition »

[lvlshot]https://dl.dropboxusercontent.com/u/34855518/minecraftcastle.png[/lvlshot]

New Minecraft castle :D

My (read: cpu's) converter still needs to be updated for 1.6, and the current version is very buggy already. I need to fix a lot of textures and fine-tune it, but the basic structure is still there.

The map is also not finished yet. I need to make it a lot bigger... at least twice as big. Maybe I'll find a better inspiration than this crappy Skipness Castle.

I also intend to do lighting in Max, not q3map2, because why not?

And this current texture pack is not fitting at all. I will find a more grungy pack, because everyone loves grunge!
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Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

lol, does that convert minecraft maps to Q3A? Does it do minecraft terrain as well?
Crayfish
Posts: 21
Joined: Tue Sep 02, 2008 8:18 pm

Re: Screenshots

Post by Crayfish »

Love the look of this, the Q1 textures are great and the chunky geometry is spot on.
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Screenshots

Post by KittenIgnition »

Eraser wrote:lol, does that convert minecraft maps to Q3A? Does it do minecraft terrain as well?
You can select chunks to export and it exports every block as a brush. At the moment it doesn't merge brushes, so there are tens of thousands of brushes in a relatively small area most of the time, which is why terrain is impractical at the moment.
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

Image
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

camel wrote:Image
Nice rain!
I've made a similar effect a couple years ago on a level (to be released, uh), where the rain makes impact with the ground as it hits, obviously fake, but combined with a moving stormy sky and some sounds effects, it actually looks quiet nice!

Edit: I used the fur-shader system to spread the impacts over surfaces.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
camel
Posts: 69
Joined: Sun Dec 06, 2009 9:58 pm

Re: Screenshots

Post by camel »

Hipshot wrote:
camel wrote:Image
Nice rain!
I've made a similar effect a couple years ago on a level (to be released, uh), where the rain makes impact with the ground as it hits, obviously fake, but combined with a moving stormy sky and some sounds effects, it actually looks quiet nice!

Edit: I used the fur-shader system to spread the impacts over surfaces.
Do you still have it ?
if yes, could you show it how it looks, i'm curious :)
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

www.ferdinandlist.de/leveldesign
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Screenshots

Post by KittenIgnition »

That map is weird... I get higher fps on it than I do on other, seemingly less demanding maps :S
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Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Completely wrong level - however that one did have rain and uses that fur shader to spread it accross a surface.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Yes, I know better now. :D

Time to post a little bit of an update, not quake though. I am working on this for school at the moment, using Rhinoceros 3D and Maxwell.

Massive image:
https://dl.dropboxusercontent.com/u/150 ... ektive.png
www.ferdinandlist.de/leveldesign
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Nice! Good to see that you got the lighting sorted out and finished adding all the details.

Where's the power cable for that lamp going, though? Not sure if I like the satellite dish and AC unit out the window. This neighbourhood looks pretty upscale but the building on the left looks like concrete jungle.
[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]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Ha... the table lamp I suggested made it into the image, and so did the ceiling light :)
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

Yes, thanks guys for your feedback!

Good point about the building obsidian, I kind of like how it breaks things up but you are certainly right.. maybe I will find a better option.
www.ferdinandlist.de/leveldesign
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

AEon wrote:Ha... the table lamp I suggested made it into the image, and so did the ceiling light :)
I made the exact same suggestions... :paranoid:

What's going on here, cityy?
[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]
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