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Posted: Sun Jul 29, 2007 8:28 pm
by Method
BJA: KP actually had quiet a few of those colored square neon signs (red, orange, yellow and violet).
http://pcmedia.ign.com/media/previews/i ... pin004.jpg
http://www.3dnews.ru/documents/639/kingpin06.jpg
http://www.sg.hu/kep/1999_08/kingpin3.jpg
KP is a combination of desaturated colors with little splatter of color.
I created that beam from scratch, had to paint the highlights and all. The reference that I had is the image I posted on this forum, can't really use that low quality and broken perspective photo. What I did was use the pen tool to trace the shape, then filled it with texture and started blending in layers. Then highlighted and darkened some areas.
-Method
Posted: Mon Jul 30, 2007 4:55 pm
by BJA
Oh ok, Kingpin was really more colorful than I thought. It's such a long time that I played the game and from what I remember back than I thought it was most grey and brown desurated. Btw. if there will ever be a Kingpin2 I hope you'll be working on it

you did a very nice job to recreate the atmosphere, now when I compare your q4 shots with the screens you posted from Kingpin.
Posted: Mon Jul 30, 2007 5:29 pm
by Method
I'm crazy about KP man. Even guys that made it say I should let it go. KP2 was in development by a different studio a while ago, but after Interplay went down they canceled the project. It don't matter. If KP2 is not by Xatrix, then it's not KP2, fo'gettaboudit. Now people that worked on KP got spread all over the industry. Art Director joined Valve and worked on HL2. Senior LD went to id Software. Completely different companies, I tell ya.
Thanks man, I'd really love to work on KP2 (with the core company that made the first).
-Method
Posted: Mon Jul 30, 2007 8:06 pm
by ix-ir
Looks good Method, maybe add some definition to the piles of rubble? If that were real there would be whole and broken bricks in there, assuming it's the same stuff as the wall by it.
Posted: Tue Jul 31, 2007 5:56 am
by Lunaran
I really hate how viewing this forum will reload anew every image posted in a thread under all circumstances.
Isn't that kind of a waste of everyone's host bandwidth?
Posted: Tue Jul 31, 2007 11:28 am
by Method
ix-ir: I agree with you man, but it's all brushes. The areas that I've been posting here run with 60 FPS. I keep them very performance friendly. If I'll go and chamfer the bricks then it would split brushes into more tris.
-Method
Posted: Tue Jul 31, 2007 6:04 pm
by dnky
...or why not exploit the engine and use one mesh or even patch textured with a material with a really good broken brick normal

Posted: Wed Aug 01, 2007 1:00 pm
by Strahlemann
Posted: Thu Aug 02, 2007 12:17 am
by o'dium
Just finished two locker models for OverDose, misc map detail. Ones a simple model, the other open for rarer, but finer detail. And yeah, it even has alpha tested coat hangers in there lol:

Floating window is the king.
Posted: Fri Aug 03, 2007 3:45 am
by a13n
@o'dium
Do those details have anything to do with gameplay?
This is my sowyd.
Automation of window placement and resizing.
and below is an automation of keyboard scaling and arbitrary rotation.
Both of them are achieved with a generic utility.(There is also a custom map save&backup button on the tool bar.)
Radaint 1.2.13 can be more comfortable even if its development is dead!
Re: Screenshots
Posted: Sun Aug 05, 2007 10:23 pm
by g0th-
After spending some more time at the level, Still a lot more to do but its getting better and better
Odium: that looker looks great nice work
Strahlemann: Do a q4 port

I would love to try your map out
Re: Screenshots
Posted: Mon Aug 06, 2007 1:02 am
by obsidian
Looks amazing, g0th-, especially the textures. Only suggestion is the varied coloured lighting looks a little off. I would stick with a single colour scheme.
Re: Screenshots
Posted: Mon Aug 06, 2007 2:40 pm
by ALMighty
I agree with Obsidian about the lighting. Texturing and modelling looks great!
Re: Screenshots
Posted: Mon Aug 06, 2007 8:54 pm
by Hipshot
Uhm, maybe I have bad vision or maybe I just don't get this Q4 mapping thing. But I think the textures looks really blury and undetailed. Then the path down in the middle, the texture looks like a rooftexture...
Re: Screenshots
Posted: Mon Aug 06, 2007 9:33 pm
by g0th-
obsidian and ALMighty I will look into the lightning a bit more and try it with a single color scheme thanks for your inputs.
Hipshot: yes it is a roof texture. I put it there as a placeholder for now. About the textures I agree with you that their are some of them that lacks details most of these textures doesn't have a decent specular map yet. This is my first serious try with textures so I am pretty much picking up a lot of things up as I go along with it. Feel free name any particular textures that you thinks looks bad and I see what I can do about it.
Re: Screenshots
Posted: Tue Aug 07, 2007 8:45 pm
by ppp
That is flippin lovely
Some very tiny uneducated comments:
I like the different colour for the lower 'level' it kind of highlights the fact you are in the dungeon area.
The 'cobblestone' texture of the walkway troubles me but can't put my finger on why it just looks out of place somehow, maybe a simpler texture would 'go' with the rest of the map theme. If you keep it, maybe make it 'greener' with a light or make the texture smaller, just a thought, maybe the border is too thick, dunno.
The opposite top wall facing you looks a bit bare. Flag, turret, geometry, decal. Personally I'd go high with a couple of tall flagpoles to give it even more depth.
Maybe place a different texture with a bit of colour inside the frames of the small turrets, this would 'draw' the eye upwards and open up the map a little.
Great work
Edit: forgot to mention I like the way you've made the architecture solid/heavy/purposeful/imposing. I find this is sadly lacking in a lot of maps and is especially important to get right with gothic maps when you have to make it look as if it was made with big/heavy blocks of stone
Re: Screenshots
Posted: Wed Aug 08, 2007 10:28 pm
by g0th-
Thanks ppp That is some good suggestions. I think I am going to put a "church window" texture inside the frames of the towers or at least I am going to try to create one
About the bare side of the roof I am not sure what to do there yet. I will play around with it a bit and see what can be done. I am thinking flags/tower bricks atm.
And the cobblestone probably looks out of place because its a roof texture
Some new pictures:

Re: Screenshots
Posted: Tue Aug 14, 2007 3:21 pm
by o'dium
few WIP shots from the current build of OverDose.
Whats not on display here, is the sun glare (Hence the tiny sun), tree shadows, and any actual structures in the map. Its a simple test. Lighting and those few tiny bits in there are all simple test media.

Re: Screenshots
Posted: Tue Aug 14, 2007 3:30 pm
by dichtfux
Really looking forward to the first release, O'dium!
Re: Screenshots
Posted: Tue Aug 14, 2007 4:08 pm
by pjw
That's looking cool, and reminds me of the start of Oblivion...

Re: Screenshots
Posted: Tue Aug 14, 2007 4:33 pm
by o'dium
Already changed the lighting (Knew I would).
I'm now using tables to simulate lightnight strikes, and lightning light, so that when a strike happens in the sky, the whole surface flashes with it. Obviously I've darkened the tones and so on...
Its quite a nice little effect, and when I add the rain effects should be quite sweet
Thanks for the comments guys.
Re: Screenshots
Posted: Wed Aug 15, 2007 12:14 pm
by o'dium
Still working on the lighting, but I changed it to night and also re-did the water:

Re: Screenshots
Posted: Wed Aug 15, 2007 2:21 pm
by ALMighty
The water looks great! I also like the sky and overall lighting. Very nice start.
Re:
Posted: Thu Aug 16, 2007 3:48 pm
by Castle
o'dium wrote:Just finished two locker models for OverDose, misc map detail. Ones a simple model, the other open for rarer, but finer detail. And yeah, it even has alpha tested coat hangers in there lol:

wow nice work on keeping uniform texel density.
pretty damn spiffy if you ask me!
Re: Screenshots
Posted: Wed Aug 22, 2007 2:55 am
by obsidian
I decided to start on something new today. I wanted to create a new layout and work on something completely independent of everything else I've been working on. Alpha should be available in the next day or two.
[lvlshot]http://www.robotrenegade.com/maps/obq3castiron/screenshots/alpha01_20070821.jpg[/lvlshot]