Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Fjoggs
Posts: 2554
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

The editor's goal is to be the only tool you need. Of course you could probably include custom models down the road, but most maps will be built and completed in the in-game editor. I've been nagging the programmer for some editor love, so hopefully it'll come soon. :)
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

I think on instinct the brush-based-ness of the Reflex editor was what drew me to it... more of the good old days, but with a much more modern engine, that even without optimization can pretty much render larger maps, with a lot (not tons of) brushwork.

I very much hope does not end up like the past UT editors, that create hulls, and the rest is meshes.

Castle showed what CODradiant can do, they had (was it called instancing?)... well you could basically build a house that would be one map, then place it in your larger gameworld map. But from the main map you could at any time start editing the house again, and it was built up of brushes. One level up the house pretty much was placed like a model with all the texture alignment not getting off when rotating the house. And so it was with all the deco in the map world... I think the term was prototyping... you build something with radiant once, and then it can be sprinkled all over the place, and you centrally need to only change the main instance in the editor to have it change everywhere else. So technically something like meshes, but you build things in radiant instead. Something like that would be neat... a way to build things in-editor, but have those things engine efficient enough to allow plastering everything with it. So little to no need of using a modelling tool. In Q3A so much brushwork would kill the FPS... so that would be my hope for Reflex... though I see it not as that likely to happen.

If I read that correctly, only a few folks in Australia are working on Reflex (was it only 3?)... so you cannot expect miracles like from the huge other devs teams. As that may be... the fun I have had for 10€ so far, was well worth it...
Fjoggs
Posts: 2554
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

3 people working part time after work. Their programmer is working full-time on it from today I believe.
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Screenshots

Post by Castle »

AEon wrote:Castle showed what CODradiant can do, they had (was it called instancing?)...
Its called hierarchical instancing and I feel that its something every level designer and engine/tools programer should take some time to understand in great detail. Its application is a paradigm shift for level design flow when it is utilized to its full potential. If Reflex were to have proper hierarchical instancing it would mold the development tools in incredible ways.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
Castle
Posts: 191
Joined: Fri Dec 29, 2000 8:00 am

Re: Screenshots

Post by Castle »

Ok so here is a video on the topic of Reflex and why I think its a big deal. The video is bit long but it covers everything I have been wanting to say about it.

http://youtu.be/QKUvz3HRshU?list=PLZmVk ... D9xSFD1Y8q

It covers, heiarchical instancing, play in editor and multiplayer as well as my thoughts on having a single 3D interface.
- Russell Meakim AKA The Castle
Portfolio: http://castledoes.carbonmade.com/
YouTube: https://www.youtube.com/user/zZCastleZz
Tsu: https://www.tsu.co/zZCastleZz
Twitter: @zZCastleZz
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]

woo gothic :)

very early stuff, messing about with stock textures etc.

*fixed
Last edited by fKd on Thu Dec 18, 2014 8:34 am, edited 2 times in total.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

URL isn't public so we can't see it.
[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]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Screenshots

Post by cityy »

fKd wrote:[image]

woo gothic :)

very early stuff, messing about with stock textures etc.

*fixed
I have been waiting for this to happen, nice fkd! :up:
www.ferdinandlist.de/leveldesign
User avatar
Eraser
Posts: 19168
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Hey fKd, how's that EntityPlus level coming along? ;)
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]
Looks like something, in an alternate universe, that id might have made. Certainly a lot of detail packed in. I like the metal structure that keeps up the bridge.
Infernis
Posts: 610
Joined: Thu Feb 17, 2005 12:00 pm

Re: Screenshots

Post by Infernis »

fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]

woo gothic :)

very early stuff, messing about with stock textures etc.

*fixed
But this isn't tech/sci fi? Are you ok? I'm worried!
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
wattro
Posts: 375
Joined: Mon Feb 20, 2006 1:12 am

Re: Screenshots

Post by wattro »

AEon wrote:
fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]
Looks like something, in an alternate universe, that id might have made. Certainly a lot of detail packed in. I like the metal structure that keeps up the bridge.
i do too, but its weird that the bridge is stairs for the sake of being stairs. unless it's actually some kind of altar/giant pentagram? virgin sacrifice model required. do it
User avatar
Hipshot
Posts: 1538
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

fKd wrote:[lvlshot]http://i1381.photobucket.com/albums/ah211/ioridyson/shot0010_zps452ccec5.jpg[/lvlshot]

woo gothic :)

very early stuff, messing about with stock textures etc.

*fixed
Hey wow!

Nice to see something completely different! Would love to run around in it!
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
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Interestingly, I almost never built stairs in Q3A... but in Reflex you can double-jump off them (CPMA apparently too)... so now I am actually looking into adding such jump elements.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

Eraser wrote:Hey fKd, how's that EntityPlus level coming along? ;)
heh :) I repacked it so its stand alone, added ladders and some enemies. But there are a few rooms at the end of the level that i just seem to always draw a blank on when trying to detail. I build a bunch of stuff, then just hate it and delete it all... so frustrating!!
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

:up:
epic gargoyle placement bro! :)
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Screenshots

Post by CZghost »

Yea, nice shot :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Awesome stuff fKd!
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

I just couldn't find enough time to complete my level for MapCore, but I'm continuing to work on it as and when I get the chance.
Image
Image
Image
Image
Image
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

dONKEY,
quite humbling screenshots, dramatic sky, great skybox, very interesting design and textures... looks really nice.
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

nice work, dONKEY!

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0014.jpg[/lvlshot]

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0012.jpg[/lvlshot]

<3 map jammin over the holidays
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

This thread is red hot lately!

dONKEY: Looks fantastic. Wish you would have had time to finish this for the contest. I love the theme...like an abandon WWII site - really cool. You and Hipshot really have a knack for skyboxes and skies! You two could certainly teach me a thing or two about them :)

Pat: Looks awesome man! I really like the style you've got going on: The juxtaposition of angled and curved arches is neat. The textures you chose are old-school, but your use of them brings out a fresh feeling. Personally I would try a different colored sky, but that is a minor nitpick. Can't wait to play this.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

The sock industrial set is not that old :)

And great stuff pat and donkey! rockin!
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

fKd wrote:The sock industrial set is not that old :)
Right, but it does have an old school vibe about it...not that it is a bad thing. :)
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Screenshots

Post by Pat Howard »

thanks!

@phant: any suggestions on a sky for this map? just wondering if you think it should be a different color or just neutral.

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0017.jpg[/lvlshot]

i chose this skybox because i liked the sci-fi feel and how the purple clouds contrasted against the yellow in sock's textures. not really sure yet if it's working or if it's an eye sore though.
Post Reply