Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Oeloe
Posts: 1529 Joined: Fri Mar 19, 2004 8:00 am
Post
by Oeloe » Thu Apr 13, 2006 8:13 am
That's either a shotgun to shoot your foot or you need to twist your wrist to hold it.
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
Post
by o'dium » Thu Apr 13, 2006 8:36 am
A few textures i did yesterday for OverDose (Map shots will come later):
[lvlshot]http://www.quake2evolved.com/odium/od_pipe_tex.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/od_floor_tex.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/od_grate_tex.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/od_trim_tex.jpg[/lvlshot]
voodoochopstiks
Posts: 248 Joined: Tue Jun 08, 2004 7:00 am
Post
by voodoochopstiks » Fri Apr 14, 2006 12:47 pm
@Kaz
That is SUCH a hl ripoff, you know, the lobby entrance at the start of the game?
Edit: Now that I think about it, I'm sure plenty of lobbies look like that, and there's very few good lobby configurations
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
Oeloe
Posts: 1529 Joined: Fri Mar 19, 2004 8:00 am
Post
by Oeloe » Fri Apr 14, 2006 1:59 pm
"Good morning Mr. Freeman, looks like you're running late..."
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
Post
by Kaz » Sat Apr 15, 2006 12:11 pm
:P
Kaz
Posts: 1077 Joined: Wed Mar 08, 2006 3:43 am
Post
by Kaz » Fri Apr 21, 2006 9:27 am
It's not mapping related necessarily, but I love pimping this image :] :
[lvlshot]http://kaz.quakedev.com/images/media/GUI/main_menuv2.jpg[/lvlshot]
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
Post
by Hipshot » Sun Apr 23, 2006 3:12 pm
o'dium wrote: A few textures i did yesterday for OverDose (Map shots will come later):
[lvlshot]http://www.quake2evolved.com/odium/od_pipe_tex.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/od_floor_tex.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/od_grate_tex.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/od_trim_tex.jpg[/lvlshot]
Arn't those a bit low res these days?
hemostick
Posts: 203 Joined: Wed Feb 14, 2001 8:00 am
Post
by hemostick » Mon Apr 24, 2006 12:18 am
I take it you haven't clicked to enlarge them
urgrund777
Posts: 153 Joined: Tue Mar 08, 2005 4:29 am
Post
by urgrund777 » Mon Apr 24, 2006 3:01 am
see what the result looks like if you bring out the white paint more in that pipe texture, make it more prominant, as different paint layers would have different gloss/shine values
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
Post
by o'dium » Mon Apr 24, 2006 7:37 am
I never included height maps above because of your bandwidth
seremtan
Posts: 36013 Joined: Wed Nov 19, 2003 8:00 am
Post
by seremtan » Mon Apr 24, 2006 12:53 pm
new shot of the ridiculously large map #2 of my HL2 mod. btw that log in the foreground fell there (physics)...
[lvlshot]http://img218.imageshack.us/img218/8867/wol0102v5dam7ty.jpg[/lvlshot]
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
Post
by Fjoggs » Mon Apr 24, 2006 1:16 pm
That log surely landed perfectly ya? and such a fine cut aswell, all straight and everything.
seremtan
Posts: 36013 Joined: Wed Nov 19, 2003 8:00 am
Post
by seremtan » Mon Apr 24, 2006 1:39 pm
well, the falling logs are essential to proceeding in the map, so having them cut straight is kinda necessary. also, i punted that log there with the gg
i need to increase the z-plane clipping value too. i think the fps can handle it
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
Post
by Fjoggs » Mon Apr 24, 2006 1:41 pm
still, I rarely even see poles that straight :P
Hipshot
Posts: 1547 Joined: Sun Jan 20, 2002 8:00 am
Post
by Hipshot » Mon Apr 24, 2006 3:52 pm
Why not just make a smal bridge or something?
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
seremtan
Posts: 36013 Joined: Wed Nov 19, 2003 8:00 am
Post
by seremtan » Mon Apr 24, 2006 7:05 pm
ok, couple more
[lvlshot]http://img275.imageshack.us/img275/807/wol0102v5dam21df.jpg[/lvlshot]
[lvlshot]http://img271.imageshack.us/img271/1227/wol0102v5dam36mp.jpg[/lvlshot]
seremtan
Posts: 36013 Joined: Wed Nov 19, 2003 8:00 am
Post
by seremtan » Mon Apr 24, 2006 7:07 pm
Fjoggs wrote: still, I rarely even see poles that straight :P
you haven't lived, my son
seremtan
Posts: 36013 Joined: Wed Nov 19, 2003 8:00 am
Post
by seremtan » Mon Apr 24, 2006 7:08 pm
Hipshot wrote: Why not just make a smal bridge or something?
and spoil the fun?
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
Post
by Fjoggs » Mon Apr 24, 2006 7:12 pm
lets face it, seremtan is a total newbie. can't even make curves.
foralarx2k3
Posts: 306 Joined: Wed Feb 01, 2006 9:56 pm
Post
by foralarx2k3 » Mon Apr 24, 2006 7:59 pm
At this rate though... he might finish a map before you Fjoggs
seremtan
Posts: 36013 Joined: Wed Nov 19, 2003 8:00 am
Post
by seremtan » Tue Apr 25, 2006 7:24 pm
updated pic:
[lvlshot]http://img173.imageshack.us/img173/6444/wol0102v500412kp.jpg[/lvlshot]
seremtan
Posts: 36013 Joined: Wed Nov 19, 2003 8:00 am
Post
by seremtan » Tue Apr 25, 2006 7:26 pm
Fjoggs wrote: lets face it, seremtan is a total newbie. can't even make curves.
only a real noob thinks there are curves in HL2
wviperw
Posts: 334 Joined: Sat Mar 17, 2001 8:00 am
Post
by wviperw » Tue Apr 25, 2006 8:49 pm
seremtan wrote: Fjoggs wrote: lets face it, seremtan is a total newbie. can't even make curves.
only a real noob thinks there are curves in HL2
pwnz0red!
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
Post
by Fjoggs » Tue Apr 25, 2006 8:57 pm
seremtan wrote: Fjoggs wrote: lets face it, seremtan is a total newbie. can't even make curves.
only a real noob thinks there are curves in HL2
Queens Of The Stoneage - No One Knows