
Screenshots
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
Been playing around in MapZone2, starting to build a set of materials for per-pixel engines. Also outputting Q3 versions.
Here's a quarter size view of the materials + alpha for a grate.

Here's a full size "Q3" version that's been embosed with the normal and had the alpha blacked out:

I have a feelign that the alpha will look too clean, but that can be changed easily enough.
No in game shots yet, I'm trying to get a nice little set of around 20-ish and then build a test map for Q3 and Q4 using them.
Here's a quarter size view of the materials + alpha for a grate.

Here's a full size "Q3" version that's been embosed with the normal and had the alpha blacked out:

I have a feelign that the alpha will look too clean, but that can be changed easily enough.
No in game shots yet, I'm trying to get a nice little set of around 20-ish and then build a test map for Q3 and Q4 using them.
Amphetamine, I have a feeling you used the nvidia filter... DONT. Not for main work anyways. Little things its ok for, and extras, but never for that. But if you really, really cant model stuff (best way to do it) then rework that local map. Remember that using the nvidia filter means that white is highest, black, lowest. So use that alpha map texture you posted there for a base local map and add the other stuff in afterwards.
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
The whole thing is done internally in MapZone2, all the maps are generated from the same procedural sources run though a whole load of filter and effect nodes.o'dium wrote:Amphetamine, I have a feeling you used the nvidia filter... DONT. Not for main work anyways. Little things its ok for, and extras, but never for that. But if you really, really cant model stuff (best way to do it) then rework that local map. Remember that using the nvidia filter means that white is highest, black, lowest. So use that alpha map texture you posted there for a base local map and add the other stuff in afterwards.
Been playing alot of ut2k3 lately 
Also: http://portfolio.hourences.com/levels1.htm
Really beautiful work on here

Also: http://portfolio.hourences.com/levels1.htm
Really beautiful work on here

Wow some of those shots are simply gorgeous... :icon28:Kaz wrote:Been playing alot of ut2k3 lately
Also: http://portfolio.hourences.com/levels1.htm
Really beautiful work on here
What FOV is that? Do yourself a favour and set it back to the default, you can barely see what's actually going on in that shot becasue of all the destortion it causes. I've never understood why people think that looks 'cool' :icon22:
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
er... I know... I have been around for a while. bleh you know what, do what you want.Method wrote:Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.

[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Hey now, dont cool down .. this is a serious problem that should be dealt with! *cough*..Kat wrote:er... I know... I have been around for a while. bleh you know what, do what you want.Method wrote:Kat: That's FOV 130. It was considered cool in Q3 community. But in generel higher FOV is used to show more of the scene.
well never mind really (though I agree with kat that it usualy looks fugly =)
That's better. Watch the specular levels on the bricks, although you can't quite tell from the shot it looks lilke you've still got a relatively high level which looks like that bricks are painted with gloss paint. Pull back the levels on the exposed bricks to give it some contrast (unless you've already done this).
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
-
- Posts: 277
- Joined: Sun Jun 19, 2005 4:22 am
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am