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Re: Screenshots
Posted: Wed Jul 09, 2008 4:19 pm
by g0th-
A little update on the progress on my ut3 map.
[lvlshot]http://www.g0th.se/pics/g0thut3dm1/dm-windbook_03.jpg[/lvlshot]
Re: Screenshots
Posted: Wed Jul 09, 2008 4:54 pm
by monaster
Dammit, THAT looks sweet! The terrain with that single tower on top of it seen in the background - does it still belong to your map or is it part of the skybox (or whatever there is in UT3)?
Re: Screenshots
Posted: Wed Jul 09, 2008 4:57 pm
by obsidian
Wow... very nice. Only suggestion is that those plants hanging down look a little billboardy and the grass looks weird growing on the stone bits.
Re: Screenshots
Posted: Wed Jul 09, 2008 5:14 pm
by g0th-
Thanks guys.
Monaster: it's part of the map.
Obsidian: agreed. I will have to remake those plants and remove the grass from the stones.
Re: Screenshots
Posted: Wed Jul 09, 2008 5:47 pm
by phantazm11
That looks really nice g0th. Some of the shapes you have there are very cool.
Re: Screenshots
Posted: Wed Jul 09, 2008 5:57 pm
by MackXX
Very nice work g0th! I like your rock wall.
Slums would work well for COD4 Milk, I'm looking forward to seeing how you take things. Are you doing more 3rd world or north american style?
I've just been working/fighting/learning curves in my map and restructuring a lot of stuff while still keeping the same layout. I'd like the blue base and red base to have very different looks but still have the same flow, should be interesting.
Re: Screenshots
Posted: Wed Jul 09, 2008 6:43 pm
by g0th-
Phantazm11: thanks man
MackXX: thanks
Re: Screenshots
Posted: Thu Jul 10, 2008 5:43 pm
by Plan B
Some early brush and patch-work:
[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/cod4ed01.jpg[/lvlshot]
[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/shot0005.jpg[/lvlshot]
[lvlshot]http://i238.photobucket.com/albums/ff294/plan_b2/shot0004.jpg[/lvlshot]
Re: Screenshots
Posted: Fri Jul 11, 2008 3:05 pm
by WHAT!!
Re: Screenshots
Posted: Fri Jul 11, 2008 4:34 pm
by dichtfux
Impressive.
Re: Screenshots
Posted: Fri Jul 11, 2008 5:53 pm
by ^misantropia^
Warsow? Liking the cell shaded look BTW, very nice.
Re: Screenshots
Posted: Fri Jul 11, 2008 7:16 pm
by rgoer
does war§ow apply the outlines effect on its own to the scene as a whole or is it still incumbent upon each level designer to set up their shit correctly in order for outlines to work?
Re: Screenshots
Posted: Fri Jul 11, 2008 10:52 pm
by jkoder
o'dium wrote:ITS ALIVE!!!
But what IS alive....? Nobody knows...

Is that really from Quake II?
Oh my... How many people are working on this overdose project? I want to eventually do something similar with QIII (in the way of updating the game or making a total conversion)
but I don't have the contacts yet in the graphics department and not even a proof of concept for what I want to do. Shame Java doesn't cut it in the gaming industry, I could have been making tracks already instead of writing code to help financial organisations make more money.
Graphics on here are dope by the way, shame really that Quake IIII maps look cool and the game sucks ass. Imagine if Quake III using ioquake source had mapping capabilities like Quake IIII...This would crazy so many great looking games could be created and given away for free.
Re: Screenshots
Posted: Sat Jul 12, 2008 12:02 am
by Kaz
I feel as though even if lightmaps and other technology that Q3 uses is pretty dated these days, it's still an engine that talented people can produced very impressive levels in.
Re: Screenshots
Posted: Sat Jul 12, 2008 2:16 am
by WHAT!!
rgoer wrote:does war§ow apply the outlines effect on its own to the scene as a whole or is it still incumbent upon each level designer to set up their shit correctly in order for outlines to work?
It's an option the client can set whenever he/she plays the game. You can have lines drawn on models as well, but both are optional. I personally love the way it looks because with Hipshots textures (in everything I've ever used of his) look GREAT with it. It almost looks like a comic book to me in game.
Re: Screenshots
Posted: Sat Jul 12, 2008 12:09 pm
by o'dium
jkoder wrote:o'dium wrote:ITS ALIVE!!!
But what IS alive....? Nobody knows...

Is that really from Quake II?
Oh my... How many people are working on this overdose project? I want to eventually do something similar with QIII (in the way of updating the game or making a total conversion)
but I don't have the contacts yet in the graphics department and not even a proof of concept for what I want to do. Shame Java doesn't cut it in the gaming industry, I could have been making tracks already instead of writing code to help financial organisations make more money.
Graphics on here are dope by the way, shame really that Quake IIII maps look cool and the game sucks ass. Imagine if Quake III using ioquake source had mapping capabilities like Quake IIII...This would crazy so many great looking games could be created and given away for free.
Its about as much Quake 2 now as Doom 3 is. Our coder has pretty much ripped out, well, everything. Not even the console is the same anymore. That shot there is made from scratch, Quake 4 map format (Supports Q3, D3/Q4), new md5mesh and md5anims, fully scriptable UI like Doom 3's... God I could go on all day about the stuff serks added to the engine...
Lets put it this way, we had a map 10x the size of the largest map ET:QW has working with no real loss of frame rate... Trouble is what the feck you do with a map that big

Re: Screenshots
Posted: Sat Jul 12, 2008 12:13 pm
by o'dium
Kaz wrote:I feel as though even if lightmaps and other technology that Q3 uses is pretty dated these days, it's still an engine that talented people can produced very impressive levels in.
Couldn't agree more. In fact I still feel lightmap technology has some way to go, just not in its Q3 form. You can get utterly amazing visuals by combining a lightmap from a world with per pixel lighting for example, using the lightmap as a sort of ambient pass on the world. Lightmaps are cheap, and these days can be quite high res with no real memory loss thanks to all sorts of compression. In fact, even in games that just use standard shadow mapping on dynamic models, a high res lightmap on the world can look so much more amazing than anything else, simply because you have control over light bounce. Trouble is its not real time, which is what we are all trying to work towards.
Re: Screenshots
Posted: Sat Jul 12, 2008 10:27 pm
by sock
[lvlshot]http://www.simonoc.com/images/design/maps_q3/mgsky3v1l.jpg[/lvlshot]
I like to look up a lot and created a small collection of sky screenshots of my latest Q3 map.
More
Screenshots to look at.
Sims
Re: Screenshots
Posted: Sun Jul 13, 2008 3:29 am
by Kat
sock wrote:[lvlshot]http://www.simonoc.com/images/design/maps_q3/mgsky3v1l.jpg[/lvlshot]
I like to look up a lot and created a small collection of sky screenshots of my latest Q3 map.
More
Screenshots to look at.
Sims
Nice one

Re: Screenshots
Posted: Sun Jul 13, 2008 5:17 pm
by scythe
Very cool, Sock. Can't wait to see that map.
Re: Screenshots
Posted: Tue Jul 15, 2008 5:09 am
by ALMighty
Gone back to snow again..
[lvlshot]http://alm.gamedesign.net/images/shot0291.jpg[/lvlshot]
[lvlshot]http://alm.gamedesign.net/images/shot0292.jpg[/lvlshot]
Re: Screenshots
Posted: Thu Jul 17, 2008 9:56 am
by Shallow
ALMighty wrote:Gone back to snow again..
[lvlshot]http://alm.gamedesign.net/images/shot0291.jpg[/lvlshot]
Definitely some great progress on this!
You know, what might look really nice is if you had a snow texture that had a bit of filth, grit and rubble in it and used alphamod stuff to blend it in around the bottoms of the walls in some places. You should probably add snow here and there on surfaces above ground level too. It's particularly odd that there's none on the roof for example.
Re: Screenshots
Posted: Thu Jul 17, 2008 11:13 am
by ALMighty
Shallow wrote:
Definitely some great progress on this!
You know, what might look really nice is if you had a snow texture that had a bit of filth, grit and rubble in it and used alphamod stuff to blend it in around the bottoms of the walls in some places. You should probably add snow here and there on surfaces above ground level too. It's particularly odd that there's none on the roof for example.
Thanks a lot!
I'm in the process of adding snow to surfaces right now. I tried having a snow texture with an alpha channel on the lower part of the bricks and the wood parts that are under sky, but it didn't look right. It just cuts right off from the snow to the other texture which makes it look not like snow at all. Even though in the alpha channel of the texture I painted it to have a smooth transition. Is there some other way of doing smooth alpha transitions that I am not aware of, maybe this alphamod you are talking about? In that case I have to check that out, I've never tried it.
I'm thinking of doing like Hipshot did with the ground in his Industrial map and painting a big texture for every surface that I want snow on. That looked great for him in that map. I'm not sure how he managed to do it though.
I also would like to have snow on the trees, but I'm not very good with uwv mapping for trees. Right now I just used the 'UVW Map' modifier set to a tube in 3dsmax. Snow in the trees would look so much better. I have to learn how to do that.
I painted some snow on the roofs now btw.
[lvlshot]http://alm.gamedesign.net/images/shot0294.jpg[/lvlshot]
Needs some more work though..
Re: Screenshots
Posted: Thu Jul 17, 2008 11:42 am
by o'dium
Dude, the thing thats standing out for me is the harsh difference in the floor and the stone walls. You can solve that by either blending soem snow decals at the base of the walls or just make a blended texture.
Re: Screenshots
Posted: Thu Jul 17, 2008 12:14 pm
by ALMighty
o'dium wrote:Dude, the thing thats standing out for me is the harsh difference in the floor and the stone walls. You can solve that by either blending soem snow decals at the base of the walls or just make a blended texture.
Yeah, I'm doing that right now. As I said I tried alpha blending didn't look very good, but I thought I did it wrong or something. I guess it's best to just make a blended texture.
BTW, I guess I forgot to mention it, but I love that q2 style shot you posted. The hands look great also.