Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Code: Select all

textures/moteof/grass01d.tga
{
	cull none
	deformVertexes wave 16 sin 0 0.5 0 0.1
	surfaceparm nodlight
	surfaceparm nomarks
	surfaceparm nonsolid
	surfaceparm trans
	qer_alphaFunc gequal 0.5
	{
		map textures/moteof/grass01d.tga
		alphaFunc GE128
		alphaGen const 1
		depthWrite
		rgbGen vertex
	}
}
You'll lose those soft edges, but at least pixels will be in the depth buffer. rgbGen vertex tells the shader to use vertex lighting instead of lightmapped (so Hipshot won't need an indoor/outdoor shader). But you'll need to also add alphaGen const 1 to prevent alphaMod'ed terrain from affecting the sprite.
[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, cool, thanks :D But I think I have found a way to have my cake and eat it! I merged both together I got this, soft edges and alpha sorting. My only pet hate is that some surfaces are darker than they should be, I just wish there was a minvertex light parameter, so you don't get odd vertex light on some parts of the sprite. I settled for vertexscale but I am still not 100% happy with this.

You want to split this off into a new topic? Something easier to search for later?

Code: Select all

textures/moteof/grass01d_indoor
{
	qer_editorimage textures/moteof/grass01d.tga

	q3map_vertexScale 1.5
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm nomarks
	qer_trans 0.99
	cull none

	deformVertexes wave 16 sin 0 0.5 0 0.1
   {
		map textures/moteof/grass01d.tga
		blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
		rgbGen vertex
	}
	{
		map textures/moteof/grass01d.tga
		alphaFunc GE128
		rgbGen vertex
		depthWrite
	}
}
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]
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

Are there any tutorials for how to make these foliage textures/shaders? I can't seem to figure out how to get these and decals working properly. :(
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

sock wrote:I just wish there was a minvertex light parameter, so you don't get odd vertex light on some parts of the sprite. I settled for vertexscale but I am still not 100% happy with this.
I wanted something like that too, but I solved it with some strategically placed point lights behind.

[lvlshot]http://zfight.com/misc/images/maps/development/vertex_1.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/development/vertex_2.jpg[/lvlshot]
[lvlshot]http://zfight.com/misc/images/maps/development/vertex_3.jpg[/lvlshot]


WHAT!! wrote:Are there any tutorials for how to make these foliage textures/shaders? I can't seem to figure out how to get these and decals working properly. :(
What is it that you don't get to work? Transparency? Lightmap?
Last edited by AEon on Wed Sep 02, 2009 10:15 am, edited 1 time in total.
Reason: lvlshot'ed those images.
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
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Hipshot wrote:I wanted something like that too, but I solved it with some strategically placed point lights behind.
I found if I rotated the sprites around eventually I could find a sweet spot that did not cause the vertex light to look too dumb. I also added 'q3map_surfacelight 20' to the sprite shader which had some nice effects when bounce light was done.
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]
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

Transparency mostly, but since I can't get from a stock image to a transparent texture I can't even begin to work on anything else. The few times I tried it wouldn't work at all and I don't know what I did wrong. Granted it was a year ago, I just wish someone had a step by step instruction on how to do it proper.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

Some more brickwork ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bw6l_1024.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]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

Sweet. Are those cables brushes?
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

I guess they are patches? =)
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
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

I'm getting blind :(

What cables?
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

@jal_
Bottom left of the image... had overlooked them as well. I thought the "cables" were supposed to be that lightning effect on the right.
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

Like everybody else, I can't wait to see your map for real Sock. Looks very nice indeed :)

A very early shot from a couple of sessions trying to get back into editing. Might develop into something, or might not!
Used some of my textures and some of Hipshots lovely set from his last map, with a few shader alterations.

[lvlshot]http://www.leveldk.co.uk/stuff/centre_1.jpg[/lvlshot]

AEon: Please everyone, large screenshots are nice, but it is even nicer to have them placed in the lvlshot tag, to keep the forum width nice and "narrow". Thanks.
Last edited by AEon on Thu Sep 03, 2009 10:03 am, edited 1 time in total.
Reason: lvlshot'ed that image.
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

Unreal Tournament vibes, the castle level, with the naked ladies in the windows and red carpeting.

Try and set the ground and roof textures down with 50% and see how it looks, they seems a bit upscaled as it is now.
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
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

hmm, yeah looks better scaled down,ta.
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@spirit, The cables are made from patches.

@Jal, They are alot more obvious when you are walking around in the map. They are designed to give the player a visual clue to which switches do what, but some people I tested the map with just thought they were background detail and ignored them. I don't really want to paint them red so they are really obvious but would prefer to leave them as a subtle clue instead. Ironically the stuff I thought that was very subtle, some people got instantly, oh well.

@Donkey, aren't you rich enough to pay someone else to map for you nowadays!?! :p Nice start to a map, need a second level to that building, it looks too short from that screenshot angle compared to the door height.
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]
jal_
Posts: 223
Joined: Mon Mar 24, 2008 4:13 pm

Re: Screenshots

Post by jal_ »

Hey sock, I wasn't complaining of lack of visibility in the map nor anything. It just happens that I couldn't find them in the screenshot, and was starting to doubt about what shot was he talking about :)

( in fact, I checked the older page just in case :P )
sock
Posts: 424
Joined: Sat Sep 09, 2000 7:00 am

Re: Screenshots

Post by sock »

@Jal, I might have sounded defensive but I was just trying to explain how I design it, thats all, no hard feelings. :) The cable hint was a design choice early on that I wanted to try and show via the environment how switches are connected so if someone looks around they can work out what is going on. In practice this theory is another matter as some friends got this idea, while others looked at me and declared they were stuck.

Another screenshot to show what I mean about the cable hint, the player has to use the switch in the background but the cable hint is pointing to the generator below ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bw7l_1024.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]
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

That is just so cool.
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
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Screenshots

Post by AEon »

Sock seems to be inventing a new style, not steampunk, but now woodpunk, where wood is used for "technology based gadgets". :p
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

[lvlshot]http://maps.sp1r1t.org/quake2/spirit2dm4/screenshots/spirit2dm4-shot01.jpg[/lvlshot]
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Goddamn sock, you really know how to make Q3 shine, even with mostly stock textures :up:
WHAT!!
Posts: 81
Joined: Tue Apr 22, 2008 7:26 pm

Re: Screenshots

Post by WHAT!! »

Remake of an old map. Decided to try my hand at quake 3 style rock walls.

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

Re: Screenshots

Post by sock »

Large screenshots so you can have a good look...

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ca1l_1024.jpg[/lvlshot]

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1ca2l_1024.jpg[/lvlshot]

What do you think the central object is? I ask this question because the object does have a function as part of a puzzle but I have been trying for several days to make it graphically recognizable to its purpose. (This is version 3 btw)

So what is it? What do you think it does?
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
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Batteries? I see a little (+) as an anode. The indigo rings shows how much charge they have. Either that or something phallic.
[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]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Screenshots

Post by dichtfux »

Yeah, looks like some power source or transformator.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
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