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Re: Screenshots
Posted: Fri Apr 24, 2009 12:40 pm
by ShadoW_86
Re: Screenshots
Posted: Fri Apr 24, 2009 9:15 pm
by Grenader
very nice
Re: Screenshots
Posted: Sat Apr 25, 2009 7:33 am
by BJA
@g0th: I like the updated version with the close range camera angle a lot better. Though having an open door with glooming light as a focal point has been used many times before, I think it works pretty well in this case. Those pillars are great, I like the mystical look they have.
@ShadoW_86: Looking really nice, solid layout and clean texturing but I think you could use some more interesting shapes in your geometry. Or simply add some more hanging wires or pipes like in the 7th picture to avoid the blocky look. The white lights on the walls and the ceilings don't add too much to the atmosphere, imo. Maybe give them a slightly different color? the small green lights on the floor are a nice touch.
Re: Screenshots
Posted: Mon Apr 27, 2009 10:52 am
by UniKorn
I still come here to check out stuff. What I find here lately is a lot of bickering, whining and no screenshots. Maybe get back to the essence of this topic?
Thank you,
UniKorn
Re: Screenshots
Posted: Mon Apr 27, 2009 10:29 pm
by g0th-
BJA: Thanks, I'm glad you like it
ShadoW_86: looking very good for q2
Here's another update
[lvlshot]http://www.g0th.se/pics/temple_e_wip11.png[/lvlshot]
Re: Screenshots
Posted: Mon Apr 27, 2009 10:39 pm
by fKd
hay shadow those screenshots look wicked, the only thing i would change is the red and blue pipe texture, looks a little to streched. but great work none the less
Re: Screenshots
Posted: Wed Apr 29, 2009 3:53 pm
by dichtfux
very early q2w stuff:

Re: Screenshots
Posted: Wed Apr 29, 2009 10:02 pm
by jal_
Re: Screenshots
Posted: Thu Apr 30, 2009 6:18 pm
by rgoer
fuck yes more war§ow maps on my face please
Re: Screenshots
Posted: Fri May 01, 2009 10:11 pm
by sumatra
WIP: cpm layout
Great to see the community still being alive and creative..

Re: Screenshots
Posted: Fri May 01, 2009 10:46 pm
by phantazm11
@sumatra: Nice looking layout!
Playing around with UT3...

Re: Screenshots
Posted: Sat May 02, 2009 10:56 am
by sumatra
Thanks, you can check out the layout in
this thread. Feedback is very welcome.
Nice graphical contrast screenshot compared to mine

Re: Screenshots
Posted: Sat May 02, 2009 11:53 am
by monaster
phantazm11 wrote:
Playing around with UT3...

Wicked!

Re: Screenshots
Posted: Sat May 02, 2009 5:45 pm
by g0th-
nice phantazm11
now get some cool lightning in there!
Re: Screenshots
Posted: Sun May 03, 2009 7:46 am
by Silicone_Milk
My winsock wrapping net library at work:
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/multi-connect.jpg[/lvlshot]
Takes 4 lines of code to create a socket, listen for incoming connections, receive data from established connections, and then do something with the crap you receive.
Currently only deals with TCP/IP connections but I plan on adding UDP support.
This is going to tie in to that "transparent tiger" shot I posted earlier

Re: Screenshots
Posted: Sun May 03, 2009 9:15 pm
by corsair
phantasm11: Are those all stock or custom assets? Whereas the screenshot looks really nice, if it is all stock assets then I'm somewhat less enthusiastic about it - because of the homogenous tones and lighting.
From experience with mapping for ut3 I know that achieving good lighting is a pain in the neck as all the emitted light gets washed out during the lightmapping process. If you want your level to stand out from others, I suggest you do some thorough experimentation on this subject. Ut3
can look great, but examples are very, very rare.
What bothers me most about the game (ignoring the bollox weapon system) is the difficulty to distinguish characters from the level due to the aforementioned washed out lighting, and other effects such as DOF and overly used fog volumes.
gl & hf

Re: Screenshots
Posted: Mon May 04, 2009 12:26 am
by ^misantropia^
Silicone_Milk wrote:http://i12.photobucket.com/albums/a242/caldiar/multi-connect.jpg

Re: Screenshots
Posted: Mon May 04, 2009 2:24 am
by Silicone_Milk
shush Im stoked on my first time doing any network-related programming with an API I'm completely unfamiliar with :P
The cool part about it that you can't see is the flexibility of the (templated) wrapper classes and how they deal with protocols.
On a side note, I had originally intended to just write a MUD but decided to separate the net code into a reusable static lib for other projects.
The next shot will have parallax occlusion mapped text

Re: Screenshots
Posted: Fri May 08, 2009 12:13 am
by Silicone_Milk
told ya they'd end up working together
[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/net.jpg[/lvlshot]
That text is being received from my simple server.
You can't see it here but the text scrolls up so every time it gets new data, the previous data scoots up a line.
I need to constrain it within a chatbox now.
Re: Screenshots
Posted: Sat May 09, 2009 2:11 pm
by jal_
it's testing!
Re: Screenshots
Posted: Sat May 09, 2009 2:36 pm
by ^misantropia^
Silicone_Milk wrote:I need to constrain it within a chatbox now.
Google for
opengl console. Or just click the link. =)
Re: Screenshots
Posted: Sat May 09, 2009 2:38 pm
by ^misantropia^
Though it won't hurt to learn this all by yourself, either. To paraphrase Mortal Kombat: "There is no knowledge that is not power."
Re: Screenshots
Posted: Sun May 10, 2009 3:11 am
by TRaK
Hey there, first post here
Here's something I'm working on for
Quake2world:
All textures were made fron scratch.

Re: Screenshots
Posted: Tue May 12, 2009 11:44 pm
by obsidian
Test render of some bamboo that I painted the textures for and modeled in a couple of hours. I have normal and specular maps for it as well, but not rendered in this screenshot.
[lvlshot]http://www.robotrenegade.com/models/renders/bamboo_render.jpg[/lvlshot]
Re: Screenshots
Posted: Wed May 13, 2009 12:43 am
by GONNAFISTYA
obsidian is growing pot again