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Posted: Sat Jun 11, 2005 2:43 pm
by o'dium
That looks fantastic dude, nice job. Can really see how it came from CS 1.6 to CS:S, and it looks great for it. Really good grab of detail :icon14:
EDIT: Wow, just noticed the old CS 1.6 sky box and maps... God damn, back then we used to think they prolly looked great, heh... The cars were boxes lol!! Fantastic!
I love engine updates!

Posted: Mon Jun 13, 2005 9:00 am
by o'dium
Nice cole visual style you have there. May I make a suggestion?
Fog.
Not oodles of it, not at all. But just a tiny amount of fog, just enough to show up a tad in that screen. It will give a really nice effect.
Posted: Mon Jun 13, 2005 9:42 am
by o'dium
Posted: Mon Jun 13, 2005 9:52 am
by o'dium
Seeing as Quake 2 can't do curves, I think that pipe looks okish

Posted: Mon Jun 13, 2005 9:35 pm
by Lenard
Hey o'dium, do you know anything about q2 modeling? Not the actual modeling, but pretty much the rest of it? I am pretty sure you do. You must be very well versed in anything q2.
Posted: Tue Jun 14, 2005 9:45 am
by o'dium
Lenard wrote:Hey o'dium, do you know anything about q2 modeling? Not the actual modeling, but pretty much the rest of it? I am pretty sure you do. You must be very well versed in anything q2.
Quake 2 modeling? Its pretty much the same as any other type of modeling, what is it you need to know?
ATM i'm working with md3, which is Quake 3's format, instead of MD2. MD2 has a really poor compression, so that anything complex and moving will wobble like jelly, not very good at all. We use MD3 because the compression is better. Soon, we will be using md5 and md5anim, doom 3 like animation and model files. Then onto physics etc.
Posted: Tue Jun 14, 2005 10:55 am
by Lenard
Yeah q2e never really worked for me. There were always some.. issues with it and I couldn't get the fixes because none of the links on the sight worked.
What editor do you use for q2?
Posted: Tue Jun 14, 2005 3:46 pm
by o'dium
GTK.
Q2E had a few issues but those were mostly becaue of ATI. Having fixed those issues and a few more, we released an update, but guess what happened? The forum the update was on went bust thanks to gamespy, and so we lost the update.
The new version of Q2E is out next week, which is the last in-house version. The next releases will have things added by everybody to progress the mod as fast as possible (But still, we only add what WE feel is needed for Q2E, you jsut get more mess around time and a chance to help us).
After that, we are working on our full game OverDose full time.
Posted: Tue Jun 14, 2005 8:51 pm
by sumatra
nice
o'dium, keep up the good polish work of q2 !! :icon31:
I'm still on the road with my cpma duel, soon beta...
sumatra
P.S.
neotic, for which game is this? looks good, nice style.
just a suggestion: to get rid of those hardedged shadows (on the towers in the back) use phongshading, dunno if you already used it...

Posted: Tue Jun 14, 2005 10:09 pm
by Hipshot
Hey odium, that is really cool! Q2E seems like a nice change for a game as old as Q2. Its a 'make the game look better' conversion right? (no time to read at the page sorry.)
Anyway, my map is DONE! The download might not be avalible for a while since it supposed to enter this CSS map contest now, there is a chance for $300, which if I win, will be the first money I ever win anytime

What speaks for the map is that it looks good, and that the old version had some good gameplay, what speaks against, is that I never did any Sourcework before, not even a test map, that I did this in 15days, no more no less, I won't have time to beta test the map even, cause I'll send the map away soon... (to bad)... I found about the contest like 5 days ago... The opponents Im sure are good and skilled in CS/CSS mapping, which I'm not, not at all.
There are a buch of pics here, the page is a placeholder...
http://www.zfight.com/vexii/
Posted: Wed Jun 15, 2005 3:58 am
by Lenard
o'dium, I meant what modeler you use, sry. Also, is there some way I can contact you for advice? I am modeling with gmax and I will probably just need like, exporting help and things like that. Be sure to post in LEM when q2e is actually released also because I would definitely not want to miss it!
Posted: Wed Jun 15, 2005 8:43 am
by o'dium
Kaziganthe wrote:o'dium wrote:
After that, we are working on our full game OverDose full time.
Do you have a full team together or is it just you and beserk?
Me and Berserk are two of the members, yes, we are getting a full team together. We have only just really started production, and only have our ideas and shit loads of concept art
Lenard wrote:o'dium, I meant what modeler you use, sry. Also, is there some way I can contact you for advice? I am modeling with gmax and I will probably just need like, exporting help and things like that. Be sure to post in LEM when q2e is actually released also because I would definitely not want to miss it!
I really am a poor modeler TBH

All i'm doing is small models for visuals here and there that cant be done with map geometry. After this, all i ever worked on was a few models for Q2E and a few other things in my spare time, i really do suck TBH :P
Posted: Wed Jun 15, 2005 11:31 am
by Lenard
Like buster swords?
Posted: Wed Jun 15, 2005 2:49 pm
by o'dium
Lenard wrote:Like buster swords?
Yeah, shitty things that look no good at all

Posted: Wed Jun 15, 2005 8:56 pm
by Lenard
Your textures are amazing though.
Posted: Fri Jun 17, 2005 5:00 am
by sliver
geocomp-inspired CTF map ... probably wont be any good to play on once more rooms & tunnels are added though, as FPS will plummet
I never properly realized before how complicated these things get in radiant:

Posted: Fri Jun 17, 2005 7:29 pm
by Lenard
Well, when they look like that...
Posted: Wed Jun 22, 2005 6:17 am
by neotic again
[lvlshot]http://www.ilstu.edu/~wtbuser/i32.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i34.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i35.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i36.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i37.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i38.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/neotic/i310.jpg[/lvlshot]
lil something ive been cooking.
Posted: Wed Jun 22, 2005 6:20 am
by ScrotcH'
Jailbreak/CTF map Im workin on for our next Q2 Themed map pack. Trying to keep it somewhat simple in brushwork, no patches or anything.
[lvlshot]http://www.planetquake.com/bkp/scrotch/cr1.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/cr2.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/cr3.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/cr4.jpg[/lvlshot]
Posted: Wed Jun 22, 2005 6:25 am
by bork[e]
neotic again - might just be my shit monitor, but some of those look a tad dark...from what I can see looks pretty good though.
and ScrotcH' - If that's some
simple brushwork you have going on there, I would love to see something you would consider not simple.

Posted: Wed Jun 22, 2005 8:36 am
by Fjoggs
*removes the eQ2 mark from the "hasn't been done" list*
Posted: Wed Jun 22, 2005 11:20 am
by acid/ger
sliver, neotic again and scrotch: that's fucking nice! great lighting job neotic..
sliver are you interested in warsow mapping? it's using the same tools and shader techniques as q3. your map would fit the overall warsow theme very good. if you are interested, just send me a mail or catch me in #warsow@quakenet.
cheers

Posted: Wed Jun 22, 2005 5:27 pm
by voodoochopstiks
ALL SEX
Posted: Wed Jun 22, 2005 6:21 pm
by Kat
@ neotic : what texture set is that you're using? It fits the theme well and kind of reminds me of the temple areas in D3 (not a bad thing)
Posted: Wed Jun 22, 2005 11:09 pm
by bork[e]
acid/ger wrote:that's fucking nice! great lighting job neotic..
Guess I need a new monitor more than I thought.
