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Re: Screenshots
Posted: Thu Feb 07, 2008 6:57 pm
by o'dium
I still refuse to believe these shots are in Quake 4

Quake 4 never looked that good
Damn fine work there man keep it up.
Re: Screenshots
Posted: Thu Feb 07, 2008 9:58 pm
by +JuggerNaut+
either the dude's in the industry or he fucking needs to be.
Re: Screenshots
Posted: Thu Feb 07, 2008 10:46 pm
by g0th-
+JuggerNaut+ wrote:either the dude's in the industry or he fucking needs to be.
Second that.
Awesome work as always BJA
Re: Screenshots
Posted: Fri Feb 08, 2008 6:59 am
by ALMighty
BJA, I love that! Makes me think of Resident Evil, for some reason.
It's so damn inspiring watching what you guys do! Really makes me want to learn more.
I have a question, how do you hide the weapon in Q4? cg_drawGun didn't work
[lvlshot]http://img90.imageshack.us/img90/9112/shot00014ie7.jpg[/lvlshot]
edit: thx BJA!
Re: Screenshots
Posted: Fri Feb 08, 2008 8:49 am
by BJA
Thanks everyone
@AlMighty: I made my own q4 "screenshot config" a while back. This will hide everything on screen, like weapon model, hud, crosshair. Just make sure to backup your original Q4Config.cfg
download:
http://www.bja-design.de/different/Quake4Config.cfg
Re: Screenshots
Posted: Fri Feb 08, 2008 7:17 pm
by seremtan
BJA wrote:Still messing around with the Q4 editor and my little texture/model set. In case anybody wonders, those tentacles are supposed to be old roots. First wanted to make them out of meat and blood but thought that would be too much of Doom3/Quake4 style.
[img]awesome%20pic[/img]
Highres Screen:
http://www.bja-design.de/different/q4sc ... r1_big.jpg
whoa that's some impressive shit - a great design idea
also, i saw all that junk lying around and immediately thought "physics fun" but then remember Q4 doesn't really have a proper physics engine so i'm guessing that cardboard box is made from concrete and bolted to the floor, yes?
Re: Screenshots
Posted: Fri Feb 08, 2008 7:20 pm
by seremtan
o'dium wrote:Its quite simple really. I made a long, large rectangle, going down at a slight angle, then I mapped multiple smaller ones on that to make it look volumetric.
[img]ivy_mesh.jpg[/img]
that's pretty sweet. is it self-shadowing? i can't tell from the in-level screen
Re: Screenshots
Posted: Fri Feb 08, 2008 7:44 pm
by o'dium
seremtan wrote:o'dium wrote:Its quite simple really. I made a long, large rectangle, going down at a slight angle, then I mapped multiple smaller ones on that to make it look volumetric.
[img]ivy_mesh.jpg[/img]
that's pretty sweet. is it self-shadowing? i can't tell from the in-level screen
In Quake 4, it wont cast shadows because alpha tested surfaces wont cast them. Well they do, just not the shape thats on them. Shadows can be cast onto them though.
In OverDose, they cast shadows because our per pixel code is using shadow maps (Soft shadowing), so it allows you to cast them.
Re: Screenshots
Posted: Mon Feb 11, 2008 10:07 am
by Method
BJA: Very nice. I believe what makes level good from visual stand point of view are organic shapes and slightly off grid, yet carefully placed objects to break the blockiness.
-Method
Re: Screenshots
Posted: Mon Feb 11, 2008 10:36 pm
by corsair
fooling around with some digital elevation mapping...
Fancy geometry, Poor renderings (first one especialy).
Re: Screenshots
Posted: Wed Feb 13, 2008 7:41 pm
by Fjoggs
Everything posted in the last 5 pages or so is just UNF. Gonne have to visit a doctor to fix my constant floordropping jaw.

Re: Screenshots
Posted: Wed Feb 13, 2008 11:49 pm
by phantazm11
Fjoggs wrote:Everything posted in the last 5 pages or so is just UNF. Gonne have to visit a doctor to fix my constant floordropping jaw.

Agreed.
Here is a little update to the Quake 4 single player mission I've been tinkering with:
phantazm11
Re: Screenshots
Posted: Thu Feb 14, 2008 2:29 pm
by g0th-
Looks nice Phantazm11. Is this the same singleplayer map you worked on a couple of months ago? If so how far have you gotten on it?
Re: Screenshots
Posted: Thu Feb 14, 2008 8:06 pm
by o'dium
Not exactly a "level" but this is OverDose's main theme, it was supposed to be very Doom 3 and Quake 2 in terms of style:
http://www.quake2evolved.com/odium/od_title.ogg
As for a pic, well, I finally did my sky. Its using a half sphere model, with 2 layers of scrolling clouds and an autosprite sun:
[lvlshot]
http://www.quake2evolved.com/odium/sky.jpg[/lvlshot]
Re: Screenshots
Posted: Thu Feb 14, 2008 8:40 pm
by phantazm11
g0th- wrote:Looks nice Phantazm11. Is this the same singleplayer map you worked on a couple of months ago? If so how far have you gotten on it?
It is the same map, g0th. It has progressed quite far even though I haven't had a lot of time to work on it because of other obligations.
Nice sky o'dium.
Re: Screenshots
Posted: Thu Feb 14, 2008 10:25 pm
by d3mol!t!on
Nice looking sky o'dium. The song is also good, and quite fitting of D3 and Q2. May I ask who created it?
Re: Screenshots
Posted: Sat Feb 16, 2008 2:43 pm
by g0th-
In the progress off modelling some assets for a new map I am working on
[lvlshot]http://www.g0th.se/pics/wip_structure.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/wip_structure_02.jpg[/lvlshot]
Re: Screenshots
Posted: Sat Feb 16, 2008 4:57 pm
by obsidian
Wow, very nice! What game and what are you using to model it?
Re: Screenshots
Posted: Sat Feb 16, 2008 7:14 pm
by phantazm11
That looks great g0th. Can't wait to see it textured!
Re: Screenshots
Posted: Sat Feb 16, 2008 7:43 pm
by g0th-
obsidian: Thanks man

I am using Modo to model with and the game is UT3. I would have liked to get this inside of Q4 instead but the school I am at are using UT3, besides I think it's a bit to high-poly for Q4.
phantazm11: Glad you like it. I will be looking forward to play you're single player map

Re: Screenshots
Posted: Sat Feb 16, 2008 9:06 pm
by blushing_bride
g0th- wrote:besides I think it's a bit to high-poly for Q4
it will probably be fine as long as you don't expect it to run at 60fps on a low end machine. The great thing about creating assets outside of radiant is that you can use them in just about any game engine you can get your hands on

Looks promising
Re: Screenshots
Posted: Sun Feb 17, 2008 1:25 am
by obsidian
You can still export brushes out to ASE or OBJ or whatever out of Radiant so technically speaking you can get assets transferred to any game, but yeah, I know what you mean.
Re: Screenshots
Posted: Sun Feb 17, 2008 10:57 am
by Kat
g0th- wrote:obsidian: Thanks man

I am using Modo to model with and the game is UT3. I would have liked to get this inside of Q4 instead but the school I am at are using UT3, besides I think it's a bit to high-poly for Q4.
phantazm11: Glad you like it. I will be looking forward to play you're single player map

UT3 = 'prefabs' are your bestest friends

Re: Screenshots
Posted: Sun Feb 17, 2008 12:58 pm
by o'dium
d3mol!t!on wrote:Nice looking sky o'dium. The song is also good, and quite fitting of D3 and Q2. May I ask who created it?
We have a dedicated music and sounds team

Re: Screenshots
Posted: Mon Feb 18, 2008 8:48 am
by ShadoW_86