Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Re: Screenshots

Post by QuakerX »

sock: Looks great! I used to work with Mr. Lake and we played that damn map so many times...over..and over...great level for a remake!

Let us know when it's done, I'd love to get some games going on it.

Quaker-X
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

o'dium wrote:ATM we have a little snag with the weapons. .md5mesh messes up/ignores the models smoothing groups and uses its own, so the locals are all inneed of being redone :( But on the plus side we found it it by doing the animations, and we now have .md5mesh and .md5anim files working great. So, fingers crossed, soon!
Hmm... interesting, what engine is Overdose based on again? What's your workflow to create .md3's? Exporting directly from modeling app or do you go through some intermediary format like .ase? What tools are you using? I ran into the same issue for .ase models for Q3 recently and believe it has something to do with the number of polygons. After a certain number of polygons (I believe to be 1024) the smoothing groups seem to have a mind of its own. From my notes:
1024 Polygon Limit in .ASE Files for Quake 3?
2008-05-04

There is an issue (either in the .ase format itself, Q3Map2 or Quake 3) with a single .ase model file containing more than 1024(?) polygons with regards to smoothing groups. ASE models with greater than 1024 polygons will result in odd smoothing group issues that can't be solved by conventional means. The only solution I've been able to find is to split the model into separate smaller models and combine them in the editor. Rather annoying, but that's what you get with working with older technology where 1024 seems like a great big number. Not so, these days. Still experimenting to find the exact cause and reproducibility of the issue.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

OverDose is based on Quake 2 code, however 99% of it is new and from scratch. Models are .md5, not .md3, so I cant really say.

With models in OverDose, we simply make the model then export to .md5mesh, making the .md5anim files where needed. If the model isnt animated, then we use a custom .mdl format we made, that takes a .lwo or .ase file, and compiles it, along with a clip model, for ingame use. Faster too.

With regards to the issue your having... I'm not 100% sure why you are rnunning into that problem, we dont. Sorry :(
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monaster
Posts: 532
Joined: Mon Apr 28, 2008 1:52 pm

Re: Screenshots

Post by monaster »

obsidian wrote:
Hmm... interesting, what engine is Overdose based on again?
:D Haha, thought for a second you're talking about that "gunslinger's tale in Mexico"-game until remembering that this one had been titled "Total Overdose"...
Anyway what exactly is OverDose? A new o'dium's project?
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

some messing around in photoshop/radiant:

[lvlshot]http://student.cs.appstate.edu/freemancw/latest.jpg[/lvlshot]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

sorry about the compression;
photobucket is a bitch that way.


anyhoo, some shots of sketching out a little bridge scene I just started.
just some brush - and patch work with the car for scale reference:

editor =>

[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/pbcodeda.jpg[/lvlshot]


quick light compile =>

[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/pbcodedb.jpg[/lvlshot]


don't know where, if anywhere, this is going.
scale may be too large for good gameplay...



EDIT: o yeah, the water is a bit fucked up.
don't know exactly what i'm doing wrong, but i'm on it :)
Last edited by AEon on Mon Jan 18, 2010 10:19 pm, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

There's nothing sexier then concrete. Love the trim-combination below the railing. Easy but effective.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Plan B wrote:


EDIT: o yeah, the water is a bit fucked up.
don't know exactly what i'm doing wrong, but i'm on it :)
Scale the texture being applied by like... 500%.

The water will be much sexier.
Rehven
Posts: 2
Joined: Sun Jun 01, 2008 4:02 pm

Re: Screenshots

Post by Rehven »

Singleplayer level for Doom3.

[lvlshot]http://i115.photobucket.com/albums/n304/QPsiren/3.jpg[/lvlshot]
[lvlshot]http://i115.photobucket.com/albums/n304/QPsiren/4.jpg[/lvlshot]
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[size=85]Used to be qpsiren, for those who remember >.<[/size]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

:O Hey qpsiren! Good to see you again. :)
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Screenshots

Post by Kat »

Rehven wrote:...QPsiren/4.jpg
Blimey, long time no see! What on earth are you doing these days?! Are you still at GuildHall?
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Rehven
Posts: 2
Joined: Sun Jun 01, 2008 4:02 pm

Re: Screenshots

Post by Rehven »

Hello to both of you. I'm surprised anyone remembered =)

Yes I'm still there. 4 years teaching LD has been fun times. Some people say I still sound very British, my parents say I now have a texan twang. The wife laughs at me a lot =/

Finally getting back into the swing of things, thank god. That's the first full map I've had time to make in the last couple of years - but now the bug has firmly bitten again, and there a UT3 CTF, a CoD4 MP/TDM and another D3 SP map on the go. Yikes.
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[size=85]Used to be qpsiren, for those who remember >.<[/size]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Silicone_Milk wrote:
Plan B wrote:


EDIT: o yeah, the water is a bit fucked up.
don't know exactly what i'm doing wrong, but i'm on it :)
Scale the texture being applied by like... 500%.

The water will be much sexier.

Thanks, seems obvious now.
I'm probably going to elaborate on it this weekend.
Working from a pic reference giving me ideas for the river bank sides.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

Looking good Rehven, but I think it misses some coloured lights.
[url]http://www.g0th.se[/url]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Screenshots

Post by pjw »

Rehven wrote:I'm surprised anyone remembered =)
Don't be surprised; you do good stuff. Glad to hear you have the bug again. :)
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Yeah, who can forget Professor Level Design?




Plan B, those streetlamps look really odd on the 4 that are at an angle. I'd make them vertical like the others. I suppose the terrain needs some work to get rid of that tiling, I guess you haven't gotten around to it yet.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Totally agree on the streetlamps, obsidian.
Was just messing around with some angled brushes, but looks too cartoony for the realistic CoD4.
Needed someone to say it, though ;)

And the terrain is just a placeholder I quickly dumped on there.
I plan on a more urban setting.
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

I'm in way over my head with another huge singleplayer WIP, didn't spent much time on lightning, brushes or other crappy things.. only on my mountains!!!

[lvlshot]http://www.g0th.se/pics/g0th_single_01.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0th_single_02.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0th_single_03.jpg[/lvlshot]
[lvlshot]http://www.g0th.se/pics/g0th_single_04.jpg[/lvlshot]
[url]http://www.g0th.se[/url]
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

i love a hard rock, errr, i mean stone. nvm. Looks good!

QPsiren: Of course I remember you, still got you on my ICQ. :P
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

Pretty close to a first beta now.

[lvlshot]http://alm.gamedesign.net/images/shot0261.jpg[/lvlshot]
[lvlshot]http://alm.gamedesign.net/images/shot0262.jpg[/lvlshot]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Nice. I like the overall mood and atmosphere. Lightmaps could use some work though. Looks like you're getting stadium lights effect from the sky shader. Your brick texture doesn't quite tile.
ALMighty
Posts: 542
Joined: Sat Mar 02, 2002 8:00 am

Re: Screenshots

Post by ALMighty »

obsidian wrote:Nice. I like the overall mood and atmosphere. Lightmaps could use some work though. Looks like you're getting stadium lights effect from the sky shader. Your brick texture doesn't quite tile.
Thanks! Yeah, I know about those things. I'll fix them eventually. ;)
GODLIKE
Posts: 387
Joined: Tue Nov 30, 1999 8:00 am

Re: Screenshots

Post by GODLIKE »

@ G0th:
Hey, that's coming a long way from the last thing I saw you model. Nice work.. :)
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

g0th: Love the terrain! Looks awesome to me man. :)

GODLIKE: Are you working on any community projects atm? I'd love to see another GODLIKE level :)
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Figuring out how to get the neon light effect in CoD 4. Texture ripped from the 1.6 patch (chinatown) so I can play with the settings until I got the desired effect.

Image
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