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Theftbot
Theftbot
Joined: 07 Oct 2009
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PostPosted: 02-20-2014 09:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


HEHE- BTW I like the tall pillars/ nice and vertical.




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
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PostPosted: 02-21-2014 12:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


I love this thread, it started before I came into the business and already then, Q3 was an old game and Q4 was more or less just released I think (?).



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surfaceparm nomarks
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PostPosted: 03-06-2014 02:31 PM           Profile Send private message  E-mail  Edit post Reply with quote




Found a few minutes to mess around this evening.



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Will map for food.
Will map for food.
Joined: 29 Dec 2000
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PostPosted: 03-07-2014 12:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


HAHA This thread will never die!!!



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Cool #9
Cool #9
Joined: 01 Dec 2000
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PostPosted: 03-07-2014 01:24 AM           Profile   Send private message  E-mail  Edit post Reply with quote


cityy wrote:


Found a few minutes to mess around this evening.


Do dwarves come out when you start talking about melons?




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Etile
Etile
Joined: 19 Nov 2003
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PostPosted: 03-10-2014 10:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:
I just sent in McSarge's (ct3tourney3) for review on lvlworld. I still had this map sitting on my HDD with some bug fixes to be done so I sat down today and took care of it (with only 1.5 years delay).



DOWNLOAD (cityy.explicits.de, 104mb): http://cityy.explicits.de/uploads/maps/ct3t3_final/ct3tourney3_final.zip

If anyone is fancy writing a review, please go ahead! :)
The file size is pretty large because I used quite a few high resolution textures on this and furthermore included some textures I made for the competition but did not end up using to give people the opportunity to use them in their projects.

I'm looking at sst13's 13circle at the moment to review it for lvl::.. - that map looks brilliant. :)


this needs to be in the QL rotation STAT




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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 03-13-2014 02:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
Do dwarves come out when you start talking about melons?

:D

I'm advancing! Slowly but steadily..



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Insane Quaker
Insane Quaker
Joined: 30 Jan 2006
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PostPosted: 03-13-2014 06:16 PM           Profile Send private message  E-mail  Edit post Reply with quote


Some of those textures are totally badass!

Looking good my friend. :)




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I'm the dude!
I'm the dude!
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PostPosted: 03-13-2014 07:53 PM           Profile Send private message  E-mail  Edit post Reply with quote


Needs more anvils!



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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
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PostPosted: 03-22-2014 09:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


So this is more or less a screenshot... these are 50 screenshots in the second.
It's the last quake project I will work on, but ofc I still have the need to share this thingy...
It's just the teaser... full movie will (hopefully) follow in the next 4 weeks.

http://www.igmdb.org/?m=1253




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visual prowess
visual prowess
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PostPosted: 03-23-2014 07:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


bored



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Cool #9
Cool #9
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PostPosted: 03-23-2014 10:16 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Connect shit DSL eh? :smirk:




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visual prowess
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PostPosted: 03-26-2014 11:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yep. As pathetic as it sounds, i'm still using ADSL that downloads at 600 kbps/70kbps upload. Canada is abysmal for ISPs. I refuse to pay 5 cents per mb over the cap (Sometimes more). Mabye some day i'll be able to experience internet from this millenium. :tear:

Image



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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 03-26-2014 01:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


Reminds me of when I lived with my parents and had to use the terrible village dsl. Good times! :D

I started messing with my battlesuit area again today, still needs a lot of work though..



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I'm the dude!
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PostPosted: 03-26-2014 01:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bacon wrote:
Yep. As pathetic as it sounds, i'm still using ADSL that downloads at 600 kbps/70kbps upload. Canada is abysmal for ISPs. I refuse to pay 5 cents per mb over the cap (Sometimes more). Mabye some day i'll be able to experience internet from this millenium. :tear:

Image


Canadian ISPs are abysmal for sure, but why are you with Bell? That's like having to sawing your thumb off with a knife but then deliberately looking for a dull tetanus infected butterknife with a handle shaped like Stephen Harper's cock only with spikes. I'm paying $40 for TekSavvy DSL, 25/10 Mbps, 300GB cap (unlimited overnight), with fully unlimited options available.




Cityy, the flagstone floor texture needs work IMO, rocks aren't usually shaped like jigsaw puzzles and they don't usually fit together that tightly. A stonemaster would have to piece them together and chip off pieces to make them fit. There may be some wider gaps between rocks or smaller rocks making up the voids. Not sure if that battle armor icon on the wall fits the theme though, looks a bit "base" compared to the "gothic" everywhere else. Nice lighting though. I also miss seeing gothic maps, everyone seems to like the abandoned warehouse theme lately.

Still need an anvil. Want me to model one for you?



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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 03-27-2014 01:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the feedback.
I agree on the battlesuit symbol.. I'd like to keep the thing in general so I need to find a way to make it fit. I have a simular thing at the quad damage which looks a bit out of place too.. it would be neat to make it work (clicky).
Regarding the stone texture, I'd say that it's out of my sight at the moment. I just need to get this done, if there is time left I'll take care of it. An anvil would be a nice addition, thanks for the heads up. Unfortunately, for the map to be used in QL I need to create all content myself. :)

Today's progress:



I know there are plenty of misalignments and that I should probably make those stairs look better - next time!



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I'm the dude!
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PostPosted: 03-27-2014 08:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


Well, I guess you can make the anvil with brushwork, or Rhino... I know how you love those NURBS. :)

As a side project, I decided to model a dwarven anvil and hammer anyway... it's more for fun, I'll post finished pics next week when it's done. Here's the hammer WIP, texture's not done.

Image

Maybe make the icons less Q3'ish and more glowy dwarven/Celtic, like the door frame by the quad... that fits in with the theme much better.



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Your Other Daddy
Your Other Daddy
Joined: 03 Dec 1999
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PostPosted: 03-27-2014 08:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bacon wrote:
Yep. As pathetic as it sounds, i'm still using ADSL that downloads at 600 kbps/70kbps upload. Canada is abysmal for ISPs. I refuse to pay 5 cents per mb over the cap (Sometimes more). Mabye some day i'll be able to experience internet from this millenium. :tear:

Image


hey man, get off bell, it's pos, go with teksavvy like obsidian said or check out vmedia.ca they do both cable/dsl packages 25/2 $40 cable or 45/4 $53 DSL all unlimited and no contracts



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Commander
Commander
Joined: 05 Jun 2008
Posts: 125
PostPosted: 03-31-2014 02:37 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Etile
Etile
Joined: 19 Nov 2003
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PostPosted: 04-02-2014 02:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Bacon wrote:
bored



*compulsively hums Doom midi music*




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I'm the dude!
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PostPosted: 04-03-2014 05:23 PM           Profile Send private message  E-mail  Edit post Reply with quote




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This is not Æon!
This is not Æon!
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PostPosted: 04-03-2014 10:47 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:


That's cool, what is it for? A hammer on top of one of those ledge eagles?



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I'm the dude!
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PostPosted: 04-04-2014 07:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


It's an eagle shaped anvil. I had some trouble doing the feet. If it's made of metal the feet would have to look like it could support that kind of weight, so I modeled a bunch of rocks sitting under the eagle to support the structure. Next unwrap UV's and textures.





Oh, I also modeled this a while ago. It's the Guidestone from Homeworld. There's two versions, one by itself and the other one is sticking up in the sand. I was experimenting with Photoshop's 3D painting capabilities, it's a little awkward but seems to work OK. The advantage of this process is that you can easily paint over UV seams by rotating the model around in Photoshop and the pixels will still match up. It's just bumpmapped using the diffuse because I didn't make a normalmap for it yet, so the second image looks a bit aliased.

Image
Image



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Insane Quaker
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Joined: 15 Feb 2010
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PostPosted: 04-05-2014 05:19 AM           Profile Send private message  E-mail  Edit post Reply with quote


A CTF version of Agony. Including some new rooms in the center area...

Image



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visual prowess
visual prowess
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PostPosted: 04-06-2014 06:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Almost finished Villa (Perfect Dark), need the windmill still and proper lighting instead of using _minlight:




Base:




Delphino Plaza from Mario Sunshine:




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Last edited by Bacon on 04-07-2014 12:07 AM, edited 4 times in total.

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Who's that man, Mommy?
Who's that man, Mommy?
Joined: 27 Aug 2003
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PostPosted: 04-06-2014 09:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:
Today's progress:



I know there are plenty of misalignments and that I should probably make those stairs look better - next time!


This is amazing! The brushes are composed in a very balanced way. Just the right feeling of weight and distribution.

Have you considered adding a secondary/minor color to the room? For my taste, it feels a bit to plain red right now.




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surfaceparm nomarks
surfaceparm nomarks
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PostPosted: 04-07-2014 12:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Obs: Good stuff, I could use something like that.. a pity I'm such a modeling noob. :)
@sst13: More please! :up:
@Pext: Thanks, I have considered adding a complementary color but Im trying to not end up with an "orange/blue-contrast" fashioned area, hehe.
The idea is to have the area stand out visually and to make clear it holds the battlesuit powerup so people will have an easy time learning the map.
I might just extend on the yellow accents and leave it be. :)

Edit: What I just realized I might do is use some more blue colored "ambient lights" to create a subtil contrast.



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Who's that man, Mommy?
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PostPosted: 04-07-2014 02:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


cityy wrote:
Edit: What I just realized I might do is use some more blue colored "ambient lights" to create a subtil contrast.


I was thinking of a dark teal/marble accent ~ this wont go so well with the battlesuit theme, though.

Image

Another option might be to change to color of the lava and shift it towards an earthy orange; yellow highlights to mirror the battlesuit and some very dark violet background contrasts.




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Commander
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PostPosted: 04-07-2014 07:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Good job Bacon, I have good memories of Perfect Dark too. I guess it has been hard to port that levels?




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visual prowess
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PostPosted: 04-07-2014 08:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


A lot of time has been saved now that I figured out how to use .ase models in q3, but getting the geometry itself is still a pain in the ass, yeah. Before using models i'd have to manually CSG merge all the brushes in the map because they were triangles, then re texture everything, THEN play the game beside radiant and count how many times each texture repeated, and try my best to make it look the same. At least that step is gone now, countless hours saved.



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PostPosted: 04-07-2014 08:53 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think the problem is that you've gone too harsh on the lighting. Move a bit away from primary colours and most importantly, tone down the saturation of your lighting.

I've toned down the overall saturation of the scene by about 25% while changing the lighting to a golden yellow-orange hue to match the battlesuit colour. The flags have been brightened and set to gold, I think they would look good with a slight envmap reflectiveness to them. The alcoves are lit with a heavily desaturated darkish blue/purple indigo ambient with yellow spotlights.

Edit: The idea is that you want the room to look overall warm, obvious for the lava and maybe because this is a forge where your dwarves hammer out axes, etc. But you want a bit of contrast so a bit of cooler colours in spots where there is no heat can balance the mood out.

Image

Here's the Photoshop file, you can tweak a bit to experiment. With adjustment layers, you can use the sliders in the Properties palette to experiment with different hues and saturations. Use masks to maintain the colour of things you want to keep constant, like the battlesuit powerup. I recommend using similar paint-over techniques with your screenshots to fix other problem areas.



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Veteran
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PostPosted: 04-07-2014 03:07 PM           Profile   Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
I think the problem is that you've gone too harsh on the lighting. Move a bit away from primary colours and most importantly, tone down the saturation of your lighting.

I've toned down the overall saturation of the scene by about 25% while changing the lighting to a golden yellow-orange hue to match the battlesuit colour. The flags have been brightened and set to gold, I think they would look good with a slight envmap reflectiveness to them. The alcoves are lit with a heavily desaturated darkish blue/purple indigo ambient with yellow spotlights.

Here's the Photoshop file, you can tweak a bit to experiment. With adjustment layers, you can use the sliders in the Properties palette to experiment with different hues and saturations. Use masks to maintain the colour of things you want to keep constant, like the battlesuit powerup. I recommend using similar paint-over techniques with your screenshots to fix other problem areas.


agreed the lighting looked way too harsh in the original... i like the color scheme you worked up obsidian looks a lot better. But some accent lighting in spots could help break up the color palette a bit.




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Insane Quaker
Insane Quaker
Joined: 26 Nov 2009
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PostPosted: 04-18-2014 06:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


All the maps from my last movie "maze" have now been released in the map database as one mappack.
maybe you want to check 'em out... they are imo pretty unique in their style.

http://ws.q3df.org/map/revisit_runzlaugh2err5/
http://ws.q3df.org/map/revisit_rhv/
http://ws.q3df.org/map/revisit_sdc24/




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visual prowess
visual prowess
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PostPosted: 04-19-2014 12:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


Outset island from LoZ:WW, ready for Q3



Dragon machinegun from Perfect Dark replacing the machinegun, 99% done:



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I'm the dude!
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PostPosted: 04-19-2014 07:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


The scale of that gun looks a bit big (or maybe you like it big, Mr. Pornstar). I'd scale it down ~30%.



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