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Re: Screenshots

Posted: Sat Jun 20, 2009 10:12 am
by ShadoW_86
My new map for Quake2World

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Re: Screenshots

Posted: Sat Jun 20, 2009 4:49 pm
by nitin77
great atmosphere, especially with the fog. But I think more angular architecture is needed.

Re: Screenshots

Posted: Tue Jun 23, 2009 3:52 am
by Bacon
prototype - - the tools that are used for tomb raider games and stuff worked with the textures in this game lol

[lvlshot]http://img191.imageshack.us/img191/7140/lol4k.jpg[/lvlshot]

edit - - fixed his jacket and hood color so it matches the character, in case youre wondering im trying to make an urban real life version of: http://www.animegalleries.net/albums/Na ... hi0129.jpg

[lvlshot]http://img41.imageshack.us/img41/1016/kakashir.jpg[/lvlshot]

a13n i saw what you wrote.. unless i was dreaming or you edited your post, I keep making the same character because its simple and im just learning how to model / texture / uv map / bump map, once i actually can make something halfway decent i'm obviously not going to keep making the same character over and over, besides, if you've played the game, a ninja DOES belong in it... not some hooded punk that has no eyebrows haha

Re: Screenshots

Posted: Tue Jun 23, 2009 7:14 am
by tehSandwich
Here's a 3 AM update.

[lvlshot]http://img200.imageshack.us/img200/8424/shot0008d.jpg[/lvlshot]
[lvlshot]http://img134.imageshack.us/img134/4341/shot0009.jpg[/lvlshot]
[lvlshot]http://img196.imageshack.us/img196/6571/shot0010l.jpg[/lvlshot]

I'm working on the other 80% of the level at the moment.

EDIT: fixed the pictures.

Re: Screenshots

Posted: Tue Jun 23, 2009 10:37 am
by Captain a13n
Yep, I'm still banned.

Re: Screenshots

Posted: Thu Jun 25, 2009 1:29 am
by Kaz
Progress continues...

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0004.jpg[/lvlshot]

Re: Screenshots

Posted: Thu Jun 25, 2009 2:33 am
by phantazm11
ShadoW_86: That kicks ass.

Kaz: This is also looking pretty sweet.

Re: Screenshots

Posted: Thu Jun 25, 2009 4:19 pm
by sock
Q3 doodle using ID textures ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p1l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p2l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p3l.jpg[/lvlshot]
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1p4l.jpg[/lvlshot]

Re: Screenshots

Posted: Thu Jun 25, 2009 6:23 pm
by 4days
that looks really atmospheric sock, especially the view from the windows. nice one.

Re: Screenshots

Posted: Thu Jun 25, 2009 11:47 pm
by maz0r
Looks great and reminds me a lot of quake 1 (which is good).

Re: Screenshots

Posted: Fri Jun 26, 2009 1:26 am
by scythe
Wow, Sock! That looks great.

Re: Screenshots

Posted: Fri Jun 26, 2009 3:15 am
by Kat
You should be banned for showing that much 'wood' ;)

Re: Screenshots

Posted: Fri Jun 26, 2009 9:12 am
by ShadoW_86
Updated/fixed final version of my map Necropolis, for Quake2World

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Re: Screenshots

Posted: Fri Jun 26, 2009 2:38 pm
by sock
Kat wrote:You should be banned for showing that much 'wood' ;)
Yeah I love using wood textures, they are alot of fun to use in non-wood like structures. The map is really just a doodle, no gameplay. I recently went to Barcelona on holiday and spent ages checking out all the Gaudi stuff. I especially like how he created organic shapes from traditional materials and I wanted to play with shapes as well, hence the doodle.

Thanks everyone for the comments, Im glad you liked it, it gives me an indication of what shapes work well together. If anyone is interested in any of the pictures I took of Gaudi stuff, they are all on my site. Some have descriptive text, some don't, Ive not really got round to finishing them off yet.

Re: Screenshots

Posted: Fri Jun 26, 2009 2:51 pm
by Plan B
That looks excellent, shadow.
Better than most Q3A stuff, actually.

Re: Screenshots

Posted: Fri Jun 26, 2009 11:02 pm
by phantazm11
Q3 doodle using sock's (mostly) textures ... :)


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Re: Screenshots

Posted: Fri Jun 26, 2009 11:16 pm
by obsidian
Looking cool. A little too much sun streaks, IMO. Turn down the opacity to 1/10 or so since each additional layer is additive to the next.

Re: Screenshots

Posted: Sat Jun 27, 2009 9:11 am
by sock
phantazm11 wrote:Q3 doodle using sock's (mostly) textures ... :)
Nice to see more doodles, also good as prefabs for later on when developing maps. I especially like the broken wall stuff, always lots of fun to create.

Re: Screenshots

Posted: Sat Jun 27, 2009 9:43 am
by Hipshot
I would say loose the sun streaks, since I don't think they seems to fit that lighting at all.
Looks cool otherwise.

Re: Screenshots

Posted: Sat Jun 27, 2009 6:31 pm
by phantazm11
Thanks a lot for the advice guys.

I'll tone down the sunrays a bit but will probably keep them. The lighting is preliminary and far from final. Just wanted to get a general reaction to see if I was heading in the right direction. I can always count on you guys for honest advice.

Just a quick question. I've done a bit of searching but have come up empty handed so far. All of my terrain models are LWO's and do not block the player in game. Is there a trick (key/value pair) to make them solid, or should I reimport all models a second time with a clip material to overlay the originals? Terrain modelling in Q3 is new territory for me.

Re: Screenshots

Posted: Sat Jun 27, 2009 7:18 pm
by 4days
google q3map_clipmodel

Re: Screenshots

Posted: Sat Jun 27, 2009 8:16 pm
by Silicone_Milk
phantazm11 - http://www.katsbits.com/cgi-bin/ikonboa ... &t=9&st=60

Embedding the mesh in simple clip brushes will make them solid. I remember there being a better way though but I couldn't find it on my first two searches.

Look around on Katsbits.com. Lots of stuff on idtech3/idtech4 level design through .ase (and I believe .lwo) meshes.

Re: Screenshots

Posted: Sun Jun 28, 2009 1:10 am
by Kaz
either spawnflags 4 or spawnflags 2, one clips the other lightmaps

Re: Screenshots

Posted: Sun Jun 28, 2009 2:46 am
by g0th-
Cool stuff guys :)
I just meet Eagle Eye Sherry and he is cool and absolutely relaxed, lol hopefully I remember thia post tomorrow

Re: Screenshots

Posted: Sun Jun 28, 2009 3:40 am
by Kat
Kaz wrote:either spawnflags 4 or spawnflags 2, one clips the other lightmaps
@ phatanzm: Try and keep the use of the clipflag Kaz mentioned above to a minimum and on very basic shapes otherwise you'll hit the MAX_MAP_ errors in no time. Best thing to do, depending on the rest of the stuff, is just clipbrush the models in the editor or create simplified clip hulls with "clip" material applied (which is what Silicon linked to).