Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Screenshots

Post by pjw »

^misantropia^ wrote:First that came to my mind was 'Dentata'. =)
You're sick.

(I thought of that too.)
fKd
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Re: Screenshots

Post by fKd »

hahahah i think that is the funniest thing i've read on the forum in quite a while :) well done sir
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seremtan
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Re: Screenshots

Post by seremtan »

sock wrote:
fKd wrote:give up early builds plz
OOPS! lol :P
[lvlshot]http://www.simonoc.com/images/misc/max_submodels_ooops.jpg[/lvlshot]
FFFFFFUUUUUU------

i'm not sure what max_submodels is (never had it), but you need to fix that shit, stat
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

seremtan wrote:
sock wrote:OOPS! lol :P

FFFFFFUUUUUU------

i'm not sure what max_submodels is (never had it), but you need to fix that shit, stat
MAX_SUBMODELS:
http://www.quake3world.com/forum/viewto ... 932#p51932
[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]
InsaneKid
Posts: 111
Joined: Tue Apr 01, 2008 8:51 pm

Re: Screenshots

Post by InsaneKid »

ive made some other maps! ;)
for q3Rally, DeFrag and ExcessivePlus

Image

this one has 2 bases:
Image
Reward urself: Do GOOD!
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

obsidian wrote:MAX_SUBMODELS:
http://www.quake3world.com/forum/viewto ... 932#p51932
yep I had too many func objects and the engine broke. What is interesting is that this figure is also used for triggers that spawn around platforms and doors (not meationed in that thread posting, might be worth updating) but when they are generated by the engine they do not produce an error and just don't work. (had me puzzled for ages why) It was good I hit this limit because it made me go back and streamline all the stuff I had created and make it better. Here is the map info for fun and giggles: :eek:

Image
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
obsidian
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Re: Screenshots

Post by obsidian »

121 buttons and 30 plasma shooters? I smell a 25% chance of a booby trap.
[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]
rgoer
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Re: Screenshots

Post by rgoer »

or a complicated multi-stop lift system
Grenader
Posts: 202
Joined: Sun Oct 08, 2006 11:38 am

Re: Screenshots

Post by Grenader »

Isn't q3 limited to 1024 map entities?
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Re: Screenshots

Post by ^misantropia^ »

Yep, though not all Radiant entities translate to Q3 entities (for example, func_brush).
phantazm11
Posts: 362
Joined: Tue Jan 31, 2006 12:03 am

Re: Screenshots

Post by phantazm11 »

Finally got vertex blending sorted out for Lightwave and Q3. Thanks for the help g0th! So much different than Q4...

Image
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: Screenshots

Post by spookmineer »

phantazm11 (late reply, mainly commenting pics on former page): that map sure looks like it was inspired by Sock's PoM :up:
phantazm11
Posts: 362
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Re: Screenshots

Post by phantazm11 »

maz0r: Nah, but I've seen screenshots! The look of this level comes from equal portions of Uncharted, the new Tomb Raider game, Kingdom of the Crystal Skulls, and of course sock's awesome maps.
I've always wanted to do a halfway decent aztec/mayan inspired map. My map Dark Ritual was the closest I've come before this. :)
g0th-
Posts: 262
Joined: Sat May 19, 2007 7:57 pm

Re: Screenshots

Post by g0th- »

nice phantazm11, very atmospheric
[url]http://www.g0th.se[/url]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

So... I was a bit bored, had a thought, and am pretty sure this has already been done but I haven't seen it personally.

I faked a "dynamic" lightmap by slapping a black texture with an alpha channel on a bobbing brush that follows the same path as the brush that should be giving off the shadow.

Video: http://www.youtube.com/watch?v=oJxW309hWWE

Super easy to do. Took me all but 2 minutes to implement.

Like I said, it's more than likely been done before but since I haven't personally seen anybody do it, I thought I might as well share *shrugs*
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

$null (right?) did some ridiculous shadow thing IIRC...

An editor shot, it'll be a little while before I can compile anything :)

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/editor2.jpg[/lvlshot]
Fjoggs
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Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

spookmineer!
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@phantazm11: Those floor blends look amazing, I know it will sound strange but replace my textures with something from cgtextures, the trim around the edge looks really weird and stretched.

Inactive Generator
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av1l.jpg[/lvlshot]

Dormant Power
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av2l.jpg[/lvlshot]

Crackling coils
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av3l.jpg[/lvlshot]

Switching current
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1av4l.jpg[/lvlshot]
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
obsidian
Posts: 10970
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Re: Screenshots

Post by obsidian »

Yes, $null's crazy shader hack.
http://www.quake3world.com/forum/viewtopic.php?t=1146

But that's not what Silicone_Milk did, he has a texture moving about like a decal and grouped up with the mover.

Sock... WTF? That looks almost exactly like something straight out of the map I'm working on. Stop copying me! :mad:
[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]
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@obsidian: No screenshots, never happened! :D Honestly I have got no idea what map you are working on, I have not seen or heard a thing about what you are doing. You once suggested you were using cogs but nothing else. You need to explain with screenshots?
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

obsidian wrote:Yes, $null's crazy shader hack.
http://www.quake3world.com/forum/viewtopic.php?t=1146

But that's not what Silicone_Milk did, he has a texture moving about like a decal and grouped up with the mover.

Sock... WTF? That looks almost exactly like something straight out of the map I'm working on. Stop copying me! :mad:
Thank god rep doesn't exist here anymore.

Sock: :drool:
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Well, I do have tesla coils and Jacob's ladders and cogs and mechanical doodads, but less wood and a lot more metal. I'm working with a lot of models, however and I see you have brushwork. It's not exactly the same, but saying so would mean I don't get to tease you as much which is also less fun. :p

BTW, nice work with the triggerable shaders for the bzzzzttt effect.
[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]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Sock, those shots don't happen to have anything to do with the work you did on the latest Wolfenstein would it?
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@obsidian: well the angry face sort of threw me off whether you were joking or not. I don't mind being teased but sort of a bit sensitive to claims this week that I make stuff from prefabs and copy other peoples work! ;)

@Silicone_Milk: I left Raven and the Wolf project 2 yrs ago and went to work for Crytek for a while. I have been looking forward to the release of the game for a long time because I am wondering what of my work is actually left in the final game. I did no electric stuff during wolf, mainly streets buildings, safehouses and lots of scripting.

My latest images are from a generator idea I had after looking at a very very old Q3 map (http://www.lvlworld.com/t.php/Dynatron) which had a very cool looking central generator. I also did some photo source reference for the transformer units at the back of the room (pointy horn things). The generator is a 3 stage puzzle thing you need to switch on in order to progress through the level. I don't want to tell too much because the 5 people that will download my map are actually reading this forum! :P
Well he was evil, but he did build alot of roads. - Gogglor
My [url=http://www.simonoc.com/]Website[/url] & [url=http://twitter.com/SimsOCallaghan]Twitter[/url]
MrLego
Posts: 67
Joined: Tue Jul 21, 2009 11:00 pm

Re: Screenshots

Post by MrLego »

I don't want to tell too much because the 5 people that will download my map are actually reading this forum!
Make that six people!

It's nice to see a simple idea or doodle become something more.
[color=#4040FF][b]www.mrlego.com[/b][/color]
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