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				Posted: Sat Apr 07, 2007 1:36 pm
				by a13n
				Just a test.

 
			
					
				
				Posted: Sat Apr 07, 2007 2:30 pm
				by seremtan
				test of what?
			 
			
					
				
				Posted: Sat Apr 07, 2007 2:33 pm
				by Amphetamine
				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.
 
			
					
				
				Posted: Sat Apr 07, 2007 5:30 pm
				by o'dium
				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.
			 
			
					
				
				Posted: Sat Apr 07, 2007 6:11 pm
				by Kat
				There's nothing implicitly wrong with using the filter or any 2D>normal converter for that matter, it's just a questions of understanding the detailing you can add to heighttemplate.
			 
			
					
				
				Posted: Sat Apr 07, 2007 6:37 pm
				by Amphetamine
				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.
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.
 
			
					
				
				Posted: Sat Apr 07, 2007 7:49 pm
				by Kaz
				Generic futuristic doorway:
[lvlshot]http://kaz.quakedev.com/junk/doorway_render1.jpg[/lvlshot]
			 
			
					
				
				Posted: Sun Apr 08, 2007 1:08 pm
				by TRINIX
				kaz : that kinda reminds me of UT2k4, dont know why but i dose!
			 
			
					
				
				Posted: Sun Apr 08, 2007 1:35 pm
				by Kaz
				Been playing alot of ut2k3 lately 
 
Also: 
http://portfolio.hourences.com/levels1.htm
Really beautiful work on here 

 
			
					
				
				Posted: Tue Apr 10, 2007 3:45 pm
				by o'dium
				Small map detail model I just did out of boredom, heh:

 
			
					
				
				Posted: Tue Apr 10, 2007 3:47 pm
				by o'dium
				
Wow some of those shots are simply gorgeous...  :icon28:
 
			
					
				
				Posted: Wed Apr 11, 2007 8:53 am
				by Method
				After seeing Lunaran's test map, I got inspired to work on textures. Here's my test (ladder inspired by Lunaran also):
 
Once I'll make a nice texture set, I'll probably design a tourney level set in abondoned building.
-Method
 
			
					
				
				Posted: Wed Apr 11, 2007 9:10 am
				by Kat
				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:
			 
			
					
				
				Posted: Wed Apr 11, 2007 1:20 pm
				by dnky
				Good to see some more folks making assets, nice one:)
Monochrome has so been done though;)
			 
			
					
				
				Posted: Wed Apr 11, 2007 1:49 pm
				by Method
				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.
dnky: Won't be too monochrome once I'll finish up other textures.
-Method
			 
			
					
				
				Posted: Wed Apr 11, 2007 2:02 pm
				by Kat
				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.
er... I know... I have been around for a while. bleh you know what, do what you want. 

 
			
					
				
				Posted: Wed Apr 11, 2007 3:04 pm
				by GODLIKE
				(Those textures are 10% cooler.. ah, nevermind.)
Textures looking good.. Anybody want to *cough* put a whack of em into a set? I've got this TDM map to re-texture, if I ever have time..
			 
			
					
				
				Posted: Wed Apr 11, 2007 4:52 pm
				by TRINIX
				my new 1on1 ctf map, not to sure if its a bit "open" but here is a quick editor view!

 
			
					
				
				Posted: Wed Apr 11, 2007 5:34 pm
				by corsair
				Kat wrote: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.
er... I know... I have been around for a while. bleh you know what, do what you want. 

 
Hey now, dont cool down .. this is a serious problem that should be dealt with! *cough*.. 
well never mind really (though I agree with kat that it usualy looks fugly =)
 
			
					
				
				Posted: Thu Apr 12, 2007 1:26 am
				by Method
				Here's a FOV 90 shot. The geometry is just a place holder to test the textures.
 
Edit: Updated this shot 4-5 time since it's been posted.
-Method
 
			
					
				
				Posted: Thu Apr 12, 2007 11:36 am
				by Kat
				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).
			 
			
					
				
				Posted: Thu Apr 12, 2007 5:43 pm
				by Amphetamine
				That's looking tidy 
 
Just to nitpick for a second though... Where have the loose bricks and rubble piles come from? There appears to be no structural damage to the walls and ceiling in that shot.
 
			
					
				
				Posted: Fri Apr 13, 2007 7:57 am
				by Method
				Quick update with fixed (lowered) spec and more rubble.
 
-Method
 
			
					
				
				Posted: Fri Apr 13, 2007 2:14 pm
				by Kammesennin
				ought to be missing a few pieces on the right wall as well.
			 
			
					
				
				Posted: Fri Apr 13, 2007 5:39 pm
				by Amphetamine
				Looking much better with the wall damage.
Maybe clip a couple of corners off the loose bricks and break some in half? Could even export a couple and model them so you can get them normal mapped into more worn shapes.