Screenshots
Re: Screenshots
Looks like a Valve dev texture =)
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Screenshots
Tech Noir/Cyberpunk styled...
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0937.jpg[/lvlshot]
This maps done - gameplay vise - tested many, many times. But it might take a while to fix the graphics...
(Ps, I know the "trash texture" on the ground looks very bad, it's also very temporary =))
[lvlshot]http://zfight.com/misc/images/maps/m13/shot0937.jpg[/lvlshot]
This maps done - gameplay vise - tested many, many times. But it might take a while to fix the graphics...
(Ps, I know the "trash texture" on the ground looks very bad, it's also very temporary =))
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Screenshots
very cool Hipshot, when can we test it?
Re: Screenshots
My failed attempts at creating textures.




Re: Screenshots
Upside-down shadows on the bolts in the lower picture?
Re: Screenshots
Errrrr. thanks, was wondering what was wrong with the bottom section
sec. lemme fix that
sec. lemme fix that
Re: Screenshots
Similar problem with the top one. Looks like some of the bolts are getting lit from the north, and others from the west (compare the top two bolts on the right side, for instance). Other than that, they look pretty cool. 

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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Re: Screenshots
Here's the first texture I've tried to make. I'm having a hell of a time getting the cloning tool to behave properly but this is what I've managed so far:
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/first_texture.jpg[/lvlshot]
I'd really appreciate it if some of the pros here could give me feedback on this one so I can get this ready for use ingame
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/first_texture.jpg[/lvlshot]
I'd really appreciate it if some of the pros here could give me feedback on this one so I can get this ready for use ingame

Re: Screenshots
I'm...confused? I assume that's not a shot of the actual texture, but of the texture tiled 3 x 3?
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Re: Screenshots
Thanks. Here's the actual texture (non-tiled) with its normal and specular maps as well:
256 x 256 saved as 24 bit TGA



And another brick texture I'm working on:
512 x 512 saved as 24 bit TGA



256 x 256 saved as 24 bit TGA



And another brick texture I'm working on:
512 x 512 saved as 24 bit TGA



Re: Screenshots
it is way better, but i feel it needs that center-piece decoration before that wall becomes significant. i totally agree with previous thoughts on a large vehicle bay door, maybe even damaged so that it no longer works...Silicone_Milk wrote:Came back today and did some work on the wall...
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/machinashot1.jpg[/lvlshot]
Still a bit modular but I'm very happy with it compared to how it was.
Re: Screenshots
Wattro I think you should push it a bit out from the wall
[url]http://www.g0th.se[/url]
Re: Screenshots
Take the following with a grain of salt, I'm no texture artist. I like it, but I would be inclined to break up the orange a bit. It's pretty darn orange. Maybe take the shinier, brighter "cross" part and color-shift it to a tan, or a brown, or maybe even a bluish-gray? Just a thought...Silicone_Milk wrote:Correct. 3x3 tile.
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Re: Screenshots
Ok so added a see-through type door that Im going to go back over later but I'm considering blowing a small (crouch) hole in the door and opening a new route to go around the building through it.
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0024-4.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0025-5.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0024-4.jpg[/lvlshot]
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/shot0025-5.jpg[/lvlshot]
Re: Screenshots
silicone:
make it massive, like 2-4 times bigger...it looks like it's no wider than your stairs. i wouldn't worry about see-through or an alternate way out because then you have to do more work, but that's just my dev-fu at work...
instead of the ramp you got, just have the loading bay area depressed down a foot or two, that'll give the ground a breakup and create some interesting gameplay over more of the room instead of just one small area.
if you want an extra path, just pretend it's a garage bay and have a way to get to the parked vehicle from underneath...
make it massive, like 2-4 times bigger...it looks like it's no wider than your stairs. i wouldn't worry about see-through or an alternate way out because then you have to do more work, but that's just my dev-fu at work...
instead of the ramp you got, just have the loading bay area depressed down a foot or two, that'll give the ground a breakup and create some interesting gameplay over more of the room instead of just one small area.
if you want an extra path, just pretend it's a garage bay and have a way to get to the parked vehicle from underneath...
Re: Screenshots
This is just a small test I did today. The diffuse it's just an image I slapped on for tests sake. It's quite high poly atm (7k) but it could probably be optimized down to 2-3k.This is just a small test I did today. The diffuse it's just an image I slapped on for tests sake. It's quite high poly atm (7k) but it could probably be optimized down to 2-3k.
[lvlshot]http://www.g0th.se/pics/stone_wall_test.png[/lvlshot]
[lvlshot]http://www.g0th.se/pics/stone_wall_test.png[/lvlshot]
[url]http://www.g0th.se[/url]
Re: Screenshots
Pretty cool wall. Pretty cool wall.
Do rocks normally intersect like that? Shouldn't there be mortar or something
Do rocks normally intersect like that? Shouldn't there be mortar or something
Re: Screenshots
Well no they don't do that normally
Although I found some images with rocks just laying on top of each other without any mortar and they looked nothing like this ether
but as I said this was just a test and I think I learnt a bit from it

Although I found some images with rocks just laying on top of each other without any mortar and they looked nothing like this ether

but as I said this was just a test and I think I learnt a bit from it
[url]http://www.g0th.se[/url]
Re: Screenshots
What you're possibly thinking of is something called "drystone walling" whereby the weight of a stone (+shape/size) is all that's used to hold it in place; the UK has a huge amount of this type of wall boundary to denote borders between fields and farm land. So technically a wall doesn't necessarily need mortar under certain circumstances.Kaz wrote:Pretty cool wall. Pretty cool wall.
Do rocks normally intersect like that? Shouldn't there be mortar or something
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Re: Screenshots
it will probably fit better if used for a cobblestone road than a wall 

Re: Screenshots
If you can space out the pieces of stone ever so slightly it would look better, so the stone doesn't look like they're intersecting into each other. Whether you want to add mortar between the stones is up to you.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Screenshots
Thanks guys. We'll see if i ever decides to try to fix it. And just to clarify a bit. The single stone row you see on the screen is the only row of stones I did and baked a normal to it and then duplicated, mirrored, rotate and that sort of stuff so it was harder to detect the repetition. That's one of the reasons to why it's a bit hard to just quickly space the stones a bit out. On the bright side however It would be quite good to use in a engine that supports efficient "reuse of models" like Unreal 3
[url]http://www.g0th.se[/url]