lol watPext wrote:looks like a matrix ripoff...
Screenshots
Re: Screenshots
Re: Screenshots
I'll consider that a compliment. It's looking good so far but like you said, add more detail. Keep us posted.sst13 wrote:Inspired by Infernis screenshots, I continued to work on my 4 year old remake of E1M1 for Quake3.
Making the details atm, lighting is yet very basic...
Screenshot shows the pathway where you can find the Quad Damage in the original. The hidden elevator is replaced by two crates.
Edit: View of the other side. Entrance of the Base - no exploding crate yet.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: Screenshots
I've just released my last map, I'm evah going to make. So yeah... learned a lot. Proper hinting (local hints are THE shit), areaportals only work in a whole door system (and id software fucked it up on their own maps), external lightmapping etc...
So here is the link: http://ws.q3df.org/map/acc_cath_rggl/
Here are the screens: https://www.dropbox.com/sh/q5z0ewt9st6xo8r/fCi795SrNT
[lvlshot]https://photos-5.dropbox.com/t/0/AAD_l3 ... 1aAO109sPc[/lvlshot]
Hm image tag is not working anymore, right? How to integrate images like above?
So here is the link: http://ws.q3df.org/map/acc_cath_rggl/
Here are the screens: https://www.dropbox.com/sh/q5z0ewt9st6xo8r/fCi795SrNT
[lvlshot]https://photos-5.dropbox.com/t/0/AAD_l3 ... 1aAO109sPc[/lvlshot]
Hm image tag is not working anymore, right? How to integrate images like above?
Re: Screenshots
aww man, sucks to hear another talented mapper is leaving
map looks solid dude. will check it out shortly and leave a few impressions.

Re: Screenshots
UseBliccer wrote:I've just released my last map, I'm evah going to make. So yeah... learned a lot. Proper hinting (local hints are THE shit), areaportals only work in a whole door system (and id software fucked it up on their own maps), external lightmapping etc...
So here is the link: http://ws.q3df.org/map/acc_cath_rggl/
Here are the screens: https://www.dropbox.com/sh/q5z0ewt9st6xo8r/fCi795SrNT
Hm image tag is not working anymore, right? How to integrate images like above?
Re: Screenshots
Ah forgot to mention... its a defrag map ofc.
Longer post here: http://q3df.org/forum/viewtopic.php?f=7&t=568
@Eraser: I did... only get this "image" thing in my text.
Longer post here: http://q3df.org/forum/viewtopic.php?f=7&t=568
@Eraser: I did... only get this "image" thing in my text.
-
- Posts: 506
- Joined: Fri Nov 29, 2002 8:00 am
Re: Screenshots
Sorry to see you go Bliccer!
Oh and make sure you post your movie on own-age.com
Oh and make sure you post your movie on own-age.com

Re: Screenshots
you did it correctly. It's DropBox that doesnt allow linking like that.Bliccer wrote:Ah forgot to mention... its a defrag map ofc.
Longer post here: http://q3df.org/forum/viewtopic.php?f=7&t=568
@Eraser: I did... only get this "image" thing in my text.
fixed it for you, also made it a lvlshot for those 3 people who don't have 1400+ res screens.
Re: Screenshots
Lift to the "nailgun - lights out" room:

Base entrance:

I hate to make rocks and terrain... atm only placeholders.

Base entrance:

I hate to make rocks and terrain... atm only placeholders.

[url=https://sst13.de]Q3A Maps - by sst13[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
[url=https://steamcommunity.com/id/_sst13_/myworkshopfiles]Quake Live Workshop[/url]
Re: Screenshots
really digging your q1 stuff, looking good man!
Re: Screenshots
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/QL/ragnarok/shots/12.jpg[/lvlshot]
So I took some time today for the first time in ages to put some effort into my long time tdm WIP project.
I'm trying to save some tris during the first stage of detailing to not overextend in terms of performance. Lighting is still in the works, just like pretty much everything else too.
So I took some time today for the first time in ages to put some effort into my long time tdm WIP project.
I'm trying to save some tris during the first stage of detailing to not overextend in terms of performance. Lighting is still in the works, just like pretty much everything else too.

www.ferdinandlist.de/leveldesign
Re: Screenshots
cityy, don't be a square... recommended reading:
http://robotrenegade.com/articles/perfe ... h-circles/
http://robotrenegade.com/articles/perfe ... h-circles/
[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]
-
- Posts: 252
- Joined: Sun Nov 06, 2011 11:11 pm
Re: Screenshots
Throw performance to the wind! Make a map that looks amazing, no matter the cost! Like Lunaran's map! Or any of my maps, though they do still end up looking like crap, while simultaneously eating 80% of one's framerate.
Re: Screenshots
Hehe, didn't know you are hosting an article about this, nice! I'm totally aware of the subject but I'm also really good at ignoring it.obsidian wrote:cityy, don't be a square... recommended reading:
http://robotrenegade.com/articles/perfe ... h-circles/

This map is supposed to be played in competetive QL tdm if it works out so I can't push it to the limits unfortunately. A lot of the players still have outdated hardware or hardware setups that are somehow alien to id tech3 so there are really strict limitations for me.KittenIgnition wrote:Throw performance to the wind! Make a map that looks amazing, no matter the cost! Like Lunaran's map! Or any of my maps, though they do still end up looking like crap, while simultaneously eating 80% of one's framerate.
I'm gonna build this map in the current fashion, hint it and see if I have room for more fun detail.
www.ferdinandlist.de/leveldesign
Re: Screenshots
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/QL/ragnarok/shots/15.jpg[/lvlshot]
Has anyone ever experienced this autosprite error (top left)?
Edit: I've looked at it with r_showtris - the problem is the snow patches I'm using. The shader has worked fine in several other maps so that's not the issue. With polygons visible in q3 I notice that the polys are snapping back and forth between different points - they are basically rotating in random intervals around their center vertical axis when moving the mouse.
Any ideas?
Edit2: https://github.com/id-Software/Quake-II ... alc.c#L349
Edit3: I fixed it by simply redoing all the sprite patches. Still not sure what the issue was though.
Has anyone ever experienced this autosprite error (top left)?
Edit: I've looked at it with r_showtris - the problem is the snow patches I'm using. The shader has worked fine in several other maps so that's not the issue. With polygons visible in q3 I notice that the polys are snapping back and forth between different points - they are basically rotating in random intervals around their center vertical axis when moving the mouse.
Any ideas?
Edit2: https://github.com/id-Software/Quake-II ... alc.c#L349
Code: Select all
if ( tess.numVertexes & 3 ) {
ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd vertex count", tess.shader->name );
}
if ( tess.numIndexes != ( tess.numVertexes >> 2 ) * 6 ) {
ri.Printf( PRINT_WARNING, "Autosprite shader %s had odd index count", tess.shader->name );
}
www.ferdinandlist.de/leveldesign
Re: Screenshots
Probably a bad surface. Autosprite is a little picky about surface geometry so I assume if you have an odd vertex count, the surface is no longer a quad.
[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
Since there is so little activity lately Im gonna go ahead and float this boat.
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/QL/ragnarok/shots/17.jpg[/lvlshot]
Same map and area as in the pic above, but looking from the opposite side. Most stuff is still WIP.
[lvlshot]https://dl.dropboxusercontent.com/u/15072710/QL/ragnarok/shots/17.jpg[/lvlshot]
Same map and area as in the pic above, but looking from the opposite side. Most stuff is still WIP.
www.ferdinandlist.de/leveldesign
Re: Screenshots
Does look nice, idd. I'm assuming you're testing with wolfcam still? It seems to have some quirks that aren't present in q3/ql. I get the same errors spammed in console if i load lostparadise with it, as well as some shaders that don't render quite right iirc. Map works just fine in q3/ql though, so you can probably just ignore them.
Re: Screenshots
Thanks guys.
@Despair: I'm even still using quake3.exe, netradiant and my hacked together mapping setup from 2011. Laziness strikes again.
@Despair: I'm even still using quake3.exe, netradiant and my hacked together mapping setup from 2011. Laziness strikes again.

www.ferdinandlist.de/leveldesign
Re: Screenshots
Did you fix the wheel? Looks better in this shot.
[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
Yes, but not by adding more vertices. I moved the corner vertices further inwards.
www.ferdinandlist.de/leveldesign
Re: Screenshots
Looks nice
But what's with the garbled/distorted stretch of pixels along the top side?

Re: Screenshots
Q3 does that when taking screenshots in Windowed mode.
[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]