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Re: Screenshots

Posted: Wed Sep 23, 2009 4:08 pm
by AEon
All that intricate wood-work reminds me of those wooden Russian churches or witch huts on "chicken legs" that come up in fairy tales... since the wood is so dark it has something deeply disturbing, IMO. "Wood Gothic"! :p

You must have done quite some digging to find all those wood textures.

Re: Screenshots

Posted: Wed Sep 23, 2009 5:40 pm
by sock
@Aeon, I was going for a cellar, wood beams under floor style. Using only 3 types of wood textures with different light colours to create the feeling of unique spaces. Cold/blue for lift shaft, warm/yellow for under floor section.

Re: Screenshots

Posted: Fri Sep 25, 2009 11:57 am
by sock
More machinery ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1cn3l_1024.jpg[/lvlshot]

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1cn4l_1024.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Sep 25, 2009 5:19 pm
by cityy
Awesome work sock! I'm pretty much fan of how the broken floor and the wooden elements.
_____________________________________________________________________________
For now - I want to start adding some textures.
[lvlshot]http://img242.imageshack.us/img242/1525/shot0003dv.jpg[/lvlshot]

Decided to use evil8 and sock's tech textures.

Re: Screenshots

Posted: Fri Sep 25, 2009 5:48 pm
by dichtfux
[lvlshot]http://maps.sp1r1t.org/quake1/spirit1dm2/screenshots/spirit1dm2-shot01.jpg[/lvlshot]

Re: Screenshots

Posted: Fri Sep 25, 2009 6:17 pm
by sock
@cityy, what is the style of the place going to be? a type of location? any sketch or art ideas?

Re: Screenshots

Posted: Fri Sep 25, 2009 6:52 pm
by cityy
@cityy, what is the style of the place going to be? a type of location? any sketch or art ideas?
I just picked up elements of photos I've seen browsing through different online galleries. Hard to describe for me what I want to do here because of my limited english - I want to make it look like a dirty city or a slum but as you can see there is not much detail yet to make it visible. I planed to use some dark tech textures and put brown/red lights.

Re: Screenshots

Posted: Sun Sep 27, 2009 4:32 pm
by o'dium
Just a little test screenshot from OverDose for how we are doing our blending in certain areas. The following screenshot contains no fancy tech... The same can be done in Quake 3 and Doom 3, with no fancy add ons. Its just simple vertex blending and smart decal placement. Let me know what you think:

Image

Re: Screenshots

Posted: Sun Sep 27, 2009 6:41 pm
by g0th-
Looks great odium

Re: Screenshots

Posted: Tue Sep 29, 2009 4:39 pm
by sock
Metals grates and swirly things ...
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1cq1l_1024.jpg[/lvlshot]

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1cq2l_1024.jpg[/lvlshot]

Re: Screenshots

Posted: Tue Sep 29, 2009 7:16 pm
by obsidian
Hmmm... it's starting to look a little too tech like and a bit cold. Needs a slight bit more wood in the tech to warm it up, IMO. Maybe replace the metal grates with carved wood? Change the colour of the energy effect?

Re: Screenshots

Posted: Tue Sep 29, 2009 7:40 pm
by Hipshot
I think the pentragram lights could use a bit more "orange" and also emit a stronger light... level seems very "white" now, maybe that's intentional?

Re: Screenshots

Posted: Tue Sep 29, 2009 8:18 pm
by ix-ir
I'd suggest a higher resolution electricity effect, it's not of the same quality as the rest of the scene.

Re: Screenshots

Posted: Tue Sep 29, 2009 10:10 pm
by tehSandwich
In the template texture bandwagon, here's a third of a level.

[lvlshot]http://img2.imageshack.us/img2/3540/shot0022q.jpg[/lvlshot]
[lvlshot]http://img121.imageshack.us/img121/5959/shot0023e.jpg[/lvlshot]

Also, i can jump from the ledge to that window.

Re: Screenshots

Posted: Tue Sep 29, 2009 11:01 pm
by fKd
you can, but bots wont.

and ix i imagine when animated the electricity texture will work fine... i just dont see any gameplay... just a bunch of nice detail... also it is suffering of brown... like quake 1...

Re: Screenshots

Posted: Tue Sep 29, 2009 11:03 pm
by Silicone_Milk
Why are all the template textures orange? :P

I made textures that look almost exactly the same about 2-3 years ago lol

Re: Screenshots

Posted: Wed Sep 30, 2009 6:09 am
by AEon
This is actually stranger than you think... the template texture set by evillair is actually pure orange, but on all the shots it looks like some milder pastel orange/yellow. And in GTKradiant is also looks mellowed down - don't get me wrong this is "good", because pure orange is a bit hard on the eyes.

Re: Screenshots

Posted: Wed Sep 30, 2009 9:51 am
by sock
Thanks everyone for the feedback, most appreciated. Not been getting many comments lately, must be screenshot overdose! :D

@obsidian, yep good point, I will replace the grates with light coloured wood, it should help with the warmth factor. This is the final puzzle machine on the second floor so it needs to feel slightly different but with extra wood. :)

@Hipshot , it is mostly the bounce of the grey textures, always frustrating to get right. I will switch some of the lights out for coloured ones and replace the walls with a deeper coloured wood.

@ix-ir, yeah the electricity is ID stock textures, damn annoying jpg compression and low res to make things worse. I will scale them down and try and remove the artifacts, it should be a bit better.

@fKd, you can't really show gameplay from any screenshot. This map is not designed for bots or DM play, it is an explore/puzzle environment so probably even more frustrating to imagine what it does from a screenshot.

Here is a couple of editor views to show gameplay logic :-
a) the machine seen before but with the entity logic to the right (to confuse even more!)
b) the main generator, probably the more complex of the two with lots of heavily scripted stuff.

[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1cq3l.jpg[/lvlshot]

Re: Screenshots

Posted: Wed Sep 30, 2009 11:54 am
by Pat Howard
Oooo, very cool, Sock. I hope you release the .map file for this one because I'm definitely going to want to check out what's going on under the hood.

Are you using any plasma halls like the ones you saw in Q? I've always wondered how many other people have figured out this hack. I learned it from NaturalSpringWater who told me he figured it out on his own.

Re: Screenshots

Posted: Wed Sep 30, 2009 12:12 pm
by sock
@pat, yeah I will release the .map file, no point hiding it, should be a lot of fun for others to see in the editor. I assume you have not seen this document :

http://www.skore.de/images/stories/Q3A/ ... ronics.pdf
The original inventor of the q3 plasma logic gate! :p

Re: Screenshots

Posted: Wed Sep 30, 2009 5:26 pm
by Silicone_Milk
I remember when skore first posted that article. It's still probably the coolest thing I've ever seen done with Quake 3.

Re: Screenshots

Posted: Wed Sep 30, 2009 6:48 pm
by Pat Howard
Aha! Very nice, thanks for the link. NSW will get a kick out of this.

Re: Screenshots

Posted: Thu Oct 01, 2009 2:43 am
by Tabun
Very cool stuff with the scripting workaround. I'm also very curious to see Sock's puzzle map in action.

Still working on the q1dm5 remake, and going slow as ever.

[lvlshot]http://www.tabun.nl/tmp/gen/tabq1dm5_pre13.jpg[/lvlshot]

[lvlshot]http://www.tabun.nl/tmp/gen/tabq1dm5_pre14.jpg[/lvlshot]

[lvlshot]http://www.tabun.nl/tmp/gen/tabq1dm5_pre15.jpg[/lvlshot]

[lvlshot]http://www.tabun.nl/tmp/gen/tabq1dm5_pre16.jpg[/lvlshot]

Lighting is slowly getting there. Water shader obviously still needs to be tweaked for light levels. Working on the details and getting bits "off grid" as suggested.

Re: Screenshots

Posted: Thu Oct 01, 2009 2:55 am
by fKd
oddly reminds me of oblivion, nice work man

Re: Screenshots

Posted: Thu Oct 01, 2009 5:33 am
by obsidian
I like the woodwork in the ceiling, the floor textures and the broken bits of brick in the corner.

Try casting a stronger directional spotlight beyond the skylight in the last shot (or tweak the sky shader if there is one). You should be able to get some nice lighting on the floor. Don't make it perfectly vertical, angle the spotlight slightly to make it look like moonlight or something.