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Re: Screenshots

Posted: Fri Dec 11, 2009 5:08 am
by obsidian
I toyed around with one of the earlier versions of ArtRage but it seemed a little overly simplistic for what I do on a normal basis. Took a look again at the website and it seems much better developed now.

How do you like it Kaz, compared to other programs like Photoshop or Corel Painter?

Re: Screenshots

Posted: Fri Dec 11, 2009 5:25 am
by Kaz
I think ArtRage is most useful for digital painting, I default to photoshop for anything more complicated than what I could accomplish with a mouse and a brush. The version I have is still pretty featureless. It's still great fun to "paint" with the oil paint brush :)

Last post for tonight, going to have to tweak some stuff, add glass to the ceiling, etc.:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0057.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Dec 12, 2009 3:15 am
by phantazm11
Kaz: Looks awesome man.

A few screenshots from my NoGhost competition map:

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3ctf1_001.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3ctf1_004.jpg[/lvlshot]

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/phantq3ctf1_005.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Dec 12, 2009 5:11 am
by obsidian
Those rock textures look almost like they're normal and specular mapped.

Re: Screenshots

Posted: Sat Dec 12, 2009 9:51 am
by AEon
phantazm11,
I like the first shot, how nicely the standard TP fits into the color scheme. You might like to create a more orange stripe texture, to alternate it on the top of the map. Lower floor yellow, med upper orange, top yellow again or so. Presently the yellow stripes are a bit too overwhelming in that shot, IMO.

Re: Screenshots

Posted: Sat Dec 12, 2009 6:47 pm
by MKJ
how very ShadowComplex
cool

Re: Screenshots

Posted: Sat Dec 12, 2009 9:03 pm
by phantazm11
obsidian: Nope, just a badass texture. Hell, it is hard to tell it is a flat image when you are standing right next to it. I got it from Fjogg's map "Earth Core Project". It is one of Kat's textures.

[edit] Actually, I was unaware that the Q3 engine could use normal maps until someone asked me about it on IRC a couple of weeks ago. I told the person it couldn't be done, but Donkey set me straight :) Might have to look further into it.

AEon: Good idea. Didn't really think of that for this map. For this project it doesn't matter that much as this is really the only angle where you see that much of the trim, and only from this angle if you stop and stare :)

MKJ: Never played that game. But if the screenshots can be compared to a retail game, I'm a happy man!

Re: Screenshots

Posted: Sun Dec 13, 2009 6:33 am
by Silicone_Milk
I was under the impression that Quake 3 was able to support simple bump maps but not full-fledged tangent-based normal maps?

And even then, one would have to up the lightmap resolution to retardedly high values to get a decent bump map working?

Or am I thinking of something else. I could have sworn somebody wrote a thread about this though a year or two ago?

Re: Screenshots

Posted: Sun Dec 13, 2009 6:55 am
by Kaz
Phantazm11: that's sick! it'd be cool to see the fan in the bottom shot sticking out of the top rocks in the first shot (maybe even two of them)

More changes, much brighter these days, I stole the glass from Doom3 but any assets that aren't mine/copyrighted I'll replace in due time:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0062.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0065.jpg[/lvlshot]
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0069.jpg[/lvlshot]

Re: Screenshots

Posted: Sun Dec 13, 2009 8:34 pm
by phantazm11
Kaz: That would've been cool. Didn't think of that. As they are now, the fans supply fresh air to the concrete 'basement" of the level.

I love that last shot a lot. For me, everything just seems to fit together perfectly. I believe I made a glass texture similar to the one in Doom 3 about four years ago. I can dig it up for you if you are interested.

[edit] Forgot to mention a while back that those jumppads are freaking cool.

Re: Screenshots

Posted: Sun Dec 13, 2009 10:48 pm
by d3mol!t!on
Experimenting with some ancient Egyptian style architecture using Sock's textures.

[lvlshot]http://i704.photobucket.com/albums/ww48/paulb09/q3_egypt_column.jpg[/lvlshot] [lvlshot]http://i704.photobucket.com/albums/ww48/paulb09/q3_egypt_doorway.jpg[/lvlshot]

Re: Screenshots

Posted: Sun Dec 13, 2009 11:39 pm
by AEon
d3mol!t!on,
that column on the left would have looked good in my old AEdesert... even the skybox was the same :)

Re: Screenshots

Posted: Mon Dec 14, 2009 12:31 am
by fKd
kaz will release a beta *jedi hand wave

:D

Re: Screenshots

Posted: Mon Dec 14, 2009 1:00 pm
by Julek
Hello All
some screens from me

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_1.jpg[/lvlshot]

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_2.jpg[/lvlshot]

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_3.jpg[/lvlshot]

[lvlshot]http://farad.prz.edu.pl/~traci07/galeria/jul44_4.jpg[/lvlshot]

Re: Screenshots

Posted: Mon Dec 14, 2009 1:15 pm
by cityy
Oh hi Julek, Welcome (:

Looks nice - is this gonna be released for vq3 play?

Re: Screenshots

Posted: Mon Dec 14, 2009 1:41 pm
by Julek
yes of course

Re: Screenshots

Posted: Mon Dec 14, 2009 2:33 pm
by d3mol!t!on
That reminds me of Call Of Duty, Julek :up:

I took a look at AEdesert, AEon, and you've given me a few more ideas. I especially like how you styled the obelisks, and I like how you enlarged and modified the jump pad shape to work as a teleporter :up:

Re: Screenshots

Posted: Mon Dec 14, 2009 4:24 pm
by obsidian
Julek, looks like some of my old maps for Team Fortress Classic (except better).

Re: Screenshots

Posted: Mon Dec 14, 2009 5:02 pm
by rgoer
Silicone_Milk: yes you can use bumpmaps with Q3Map2, but your bumpmap must be crazy high-contrast and your lightmaps have to be pretty high-res in order to get any useful effect

Re: Screenshots

Posted: Mon Dec 14, 2009 7:31 pm
by InsaneKid
my new map: "HAUNTED"
>>>

Image

Re: Screenshots

Posted: Tue Dec 15, 2009 2:52 am
by Anthem
@ kid, sock and phant:

I'm loving your guys' maps. We will be testing all of the maps later this week and I expect that these three will be on top. Thanks for participating in the competition.

Re: Screenshots

Posted: Tue Dec 15, 2009 3:47 am
by fKd
kid's map was nice, very quake live esk. but the scale of the tables and chairs seemed odd, are you meant to be a midget?

julek, you are just going from strength to strength! very promising stuff. hoping its a little bigger then ya usual small duel maps. keep up the good work sir :D

Re: Screenshots

Posted: Tue Dec 15, 2009 9:05 am
by InsaneKid
compared to the size of windows and hallways,
the sizes of the chairs and the sickbeds are just right! :up:
esp coz: u can easily jump on but also stand under the sickbeds
(same goes for the chairs, radiators and other obstacles -
besides the electric-chair).

Image

Image

Image

Edit:
"High up above or down below, i LUV my Q" oO

Happy Birthday, Q3!

Re: Screenshots

Posted: Tue Dec 15, 2009 10:05 am
by Silicone_Milk
rgoer wrote:Silicone_Milk: yes you can use bumpmaps with Q3Map2, but your bumpmap must be crazy high-contrast and your lightmaps have to be pretty high-res in order to get any useful effect
yeah that's what I thought. Thanks for the confirmation :)

Re: Screenshots

Posted: Tue Dec 15, 2009 2:50 pm
by dONKEY
@ insanekid...from shot 2 above, I think both our arenas had the same set of painters and decorators in :)