Page 18 of 295
Posted: Wed Jun 29, 2005 7:13 am
by ScrotcH'
Doing a lil retro work for new maps execution sequence (Jailbreak). Mostly all photoshop at this point, but it is a shot taken of the shader in Q3 after compile.
[lvlshot]http://www.planetquake.com/bkp/scrotch/nex1.jpg[/lvlshot]
Posted: Wed Jun 29, 2005 9:12 am
by o'dium
WOO! PAINTED LIGHTMAPS! GOD I MISSED MAKING THOSE!!!
Bloody normal maps :icon33: :icon33: :icon33: :icon32:
Posted: Thu Jun 30, 2005 7:22 am
by o'dium
If they are normal mapped you should still bake a little lighting onto them, not much, just a tad. But no lighting, as thats done on the specular map.
Posted: Thu Jun 30, 2005 7:29 am
by o'dium
You cant limit lighting, because the specular stage is just as important as the local.
To be honest, you need to look at remaking the texture fram scratch most times, so that the specular stage contains little details that both the diffuse and local map lack. Thats the whole point of the set, they work with each other to provide fake depth.
Posted: Thu Jun 30, 2005 7:32 am
by o'dium
Posted: Thu Jun 30, 2005 7:42 am
by o'dium
Shit just read what you have to do in DP...
Then TBH, its not gonna be too great. I mean, you cant have both looking great so your gonna settle for a medium blend of the two
And no, I model mine and hand draw some details in photoshop.
Posted: Thu Jun 30, 2005 7:43 am
by o'dium
I really would suggest re-thinking if possible and just going one way, i.e. RT lights, or classic. And TBH, i don't know anybody that uses classic lighting in DP any more

Posted: Mon Jul 04, 2005 6:21 am
by bork[e]
[lvlshot]http://www.members.cox.net/borke/jpRoom.jpg[/lvlshot]
hmmm...
Posted: Thu Jul 07, 2005 1:32 pm
by Eraser
bork[e] wrote:[lvlshot]http://www.members.cox.net/borke/jpRoom.jpg[/lvlshot]
hmmm...
It's almost refreshing seeing something "classic Quake 3"

Posted: Sat Jul 09, 2005 2:01 am
by bork[e]
:lub:
[lvlshot]http://www.members.cox.net/borke/6.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/7.jpg[/lvlshot]
[lvlshot]http://www.members.cox.net/borke/8.jpg[/lvlshot]
edit: added 2 and change 1 around.
Posted: Sun Jul 10, 2005 3:34 am
by Lenard
Dark. I can't tell if it's cool or not. The light does look pretty nice. Looks like real florescant bulbs.
Posted: Sun Jul 10, 2005 6:46 am
by ScrotcH'
Early start on an underwater themed map. Monitor is broken so i cant tell if map is overly bright or dark.
**edit lil more work on it, better angles.
[lvlshot]http://www.planetquake.com/bkp/scrotch/s1.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/s2.jpg[/lvlshot]
Posted: Tue Jul 12, 2005 3:44 am
by Lenard
Nice.
Posted: Tue Jul 12, 2005 9:02 pm
by ScrotcH'
Ya I could make it CTF easily. I'll probably convert a few my maps into CTF sometime soon since jailbreak uses the same style of map, it should play well.
Posted: Sat Jul 16, 2005 6:43 pm
by sumatra
Small update of my cpma duel map.
I'm very lazy atm...will last a few days/weeks for next beta
sumatra
P.S. oh, .. scrotch your screenies look so FKN NICE, i couldn't breathe for a moment...
Posted: Sat Jul 16, 2005 8:14 pm
by Pext
nice stuff sumatra :icon14:
i think on the walls on shot#1, esp on the left upper side could use more detail. same goes for the wall the the right in shot#2.
Posted: Sun Jul 17, 2005 4:41 am
by Lenard
He's right but the rest is ace.
Posted: Sun Jul 17, 2005 6:22 am
by ScrotcH'
I've got too much on the go and probably shouldnt even post this shot as we dont even have our site up for the mod yet. Anyhow Quake 4 Prisoners of War concept map.
[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1b.jpg[/lvlshot]
[lvlshot]http://www.planetquake.com/bkp/scrotch/q4powmap1.jpg[/lvlshot]
sumatra I like that tex set, is that the one you were making yourself a lil while back? or am I getting it confused with someone else.
Posted: Sun Jul 17, 2005 11:56 am
by ^misantropia^
Oh my, I just came.
Posted: Sun Jul 17, 2005 12:33 pm
by Fjoggs
Scrotch: How's performance on that thing? Can't be too good? Or have you done alot of tweaking?
Posted: Sun Jul 17, 2005 5:47 pm
by ScrotcH'
I'm going to tweak later, since its just a concept map made in D3 and Im going to have to port it over to Q4 once Q4 is out, Im not going to worry about tweaking at this point. Maybe not till its done I'll go back and rework things, I haven't touched the D3 engine stuff in almost a year.
I am getting a steady 60 FPS though so its not too bad, I only have the minimum CPU required for D3 as well.
Posted: Sun Jul 17, 2005 6:42 pm
by o'dium
Posted: Sun Jul 17, 2005 9:15 pm
by bitWISE
Thats hot odium. Any updated character models yet?
Posted: Sun Jul 17, 2005 10:40 pm
by Hipshot
Looks ace Odi.
I got a Map of the Month on my map on this german site, I mention Q3W in the end in the interview, be happy!
Damn, I knew I should have stayed in those german classes I had, like hmm, from 6th grade to last in high, flunked all german classes, now I want it again :tear: :for: :fear:
http://halflife.ingame.de/article.php?i ... intSite=13
Posted: Mon Jul 18, 2005 1:42 am
by obsidian
o'dium wrote:Its still all early WIP

Work faster! Less time pimping, more time mapping.
