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Re: Screenshots

Posted: Wed Dec 30, 2009 10:12 am
by Spray
@AEon: glad you like it.

@Hipshot: sure going to try that!

@sock: im using minlight but yeah lower part is very dark and probably will need to change colour of the water to something else...

[lvlshot]http://i771.photobucket.com/albums/xx353/Pray-N-Spray/shot0066-1.jpg[/lvlshot]

@Ghost: Will test making it brighter no problem.

Re: Screenshots

Posted: Wed Dec 30, 2009 5:00 pm
by ^Ghost
looks good spray, however the water/lava looks really out of place.

Re: Screenshots

Posted: Wed Dec 30, 2009 5:03 pm
by Spray
That's because this was a test to see if it looks better, and forgot to change colour of water...
Anyway, before was a purple sky and it was cool with the orange water, but were lacking some details.

Re: Screenshots

Posted: Wed Dec 30, 2009 7:49 pm
by obsidian
Replace the lava with water. Also, try a more vertical sun, will probably light up the lower parts much better. Are you compiling with -bounce? Might help as well.

Re: Screenshots

Posted: Wed Dec 30, 2009 9:43 pm
by o'dium
I've uploaded our new title screen and menu music for you all to have a listen to. Big thanks go to our music composer Fearlord fo this. Now as of this post, YouTube's video is working but not in 720p/1080p yet, so while the musics perfectly fine to listen to the video is a little compressed, but that will be fine soon enough. Anyway, check it out below:

http://www.youtube.com/watch?v=v-vOHtv-bM8

YouTube (Low Quality - Stream)
ModDB (Medium/High Quality - Stream)
FileFront (High Quality - Download)

Re: Screenshots

Posted: Thu Dec 31, 2009 12:07 am
by fKd
EPIC! nice tune. i wanna press enter to play already :p

Re: Screenshots

Posted: Thu Dec 31, 2009 12:10 am
by Hipshot
Yea, its nice. But I wanted to click that start button...

Re: Screenshots

Posted: Thu Dec 31, 2009 12:27 am
by AEon
o'dium,
music makes you expect nothing less than an epic experience... once you start the game. Very nice.

Pardon the question, could an .mp3 of that music be made available?

Re: Screenshots

Posted: Thu Dec 31, 2009 11:40 am
by o'dium
Well its not just Enter, you can press fire, or jump, or Escape, Or pad buttons if the pad is selected... But it would be silly to put that on there :p

Glad you like the music. Heres the track in .mp3

http://www.teamblurgames.com/overdose/f ... _Track.mp3

Re: Screenshots

Posted: Thu Dec 31, 2009 11:49 am
by AEon
o'dium,
thanks... very nifty.

Re: Screenshots

Posted: Thu Dec 31, 2009 1:42 pm
by jal_
Hipshot wrote:Yea, its nice. But I wanted to click that start button...
LOL, me too. In fact I clicked it :P

The only thing I don't get is why do you make a HQ version of the video. It shows nothing than the music (which is very good) anyway.

Re: Screenshots

Posted: Thu Dec 31, 2009 1:49 pm
by o'dium
As Sully said when he was asked why he brought a hooker to church...

"Why not...?" :p

Re: Screenshots

Posted: Thu Dec 31, 2009 4:21 pm
by T_Creutzenberg
Has nothing to do with Quake, it's a quick & dirty project I had do to for university.
Maybe I'll have some time now working on my map again :p

Image

Re: Screenshots

Posted: Thu Dec 31, 2009 5:32 pm
by Hipshot
That's cool, but what is it for?

Re: Screenshots

Posted: Thu Dec 31, 2009 5:41 pm
by T_Creutzenberg
Hipshot wrote:That's cool, but what is it for?
Well it's actually just a project I had to do at university.
More or less a 3D still life kind of thing. No sense, no reason,
no game, just a scene.

Re: Screenshots

Posted: Fri Jan 01, 2010 1:07 am
by obsidian
~300 polys.

Image

Re: Screenshots

Posted: Fri Jan 01, 2010 1:48 am
by AEon
That might spawn a Q3W competition:
  • "Create something cool - a map - with only 1000 brushes".
This could yield some pretty cool small tourney maps.

(I can already see ways to subvert the idea... use patches, and/or merge as many brushes as possibly to keep the GTKradiant count low, or use ASE models).

Update: Thinking about it more, you'd start to create larger (512x or so) patchwork textures in PS (e.g. see the AEdm7 wall elements, made of 10 textures, turning it into only one), and reduce them to one flat 2-tris face. Texture-wise a waste, but a huge saving in polygons.

Re: Screenshots

Posted: Fri Jan 01, 2010 3:09 am
by Kaz
obsidian wrote:~300 polys.

Image
:eek: "can i haz?" i'd love to have something like that in my map!

Re: Screenshots

Posted: Fri Jan 01, 2010 3:42 am
by phantazm11
Obsidian: That looks fantastic, and only 300 polys!

Re: Screenshots

Posted: Fri Jan 01, 2010 4:54 am
by wattro
AEon wrote:That might spawn a Q3W competition:
  • "Create something cool - a map - with only 1000 brushes".
This could yield some pretty cool small tourney maps.

(I can already see ways to subvert the idea... use patches, and/or merge as many brushes as possibly to keep the GTKradiant count low, or use ASE models).

Update: Thinking about it more, you'd start to create larger (512x or so) patchwork textures in PS (e.g. see the AEdm7 wall elements, made of 10 textures, turning it into only one), and reduce them to one flat 2-tris face. Texture-wise a waste, but a huge saving in polygons.
'twas already done - 50 brush map... there were some rules or stipulations about models/patches but i can't remember the specifics

/made some cool maps
//Happy New Years :)

Re: Screenshots

Posted: Fri Jan 01, 2010 1:27 pm
by Hipshot
obsidian wrote:~300 polys.

Image
Why so few? Is it for HL1? =)

Re: Screenshots

Posted: Fri Jan 01, 2010 5:42 pm
by obsidian
20 Brush Comp... pjw's Crate Efficiency comes to mind. He had a brush left over so he made a crate (or he was boasting, "phhhttt... who needs 20 brushes?").

The model is only < 300 polys because it's a distance object. The player won't be able to go close enough to interact with it.

Download: http://robotrenegade.com/models/downloa ... rtower.zip
(I don't *think* I'm missing any shaders/textures from the zip)

Re: Screenshots

Posted: Fri Jan 01, 2010 6:32 pm
by AEon
Kaz wrote: :eek: "can i haz?" i'd love to have something like that in my map!
:)... this would be exactly the stuff to be placed outside the windows of your map, you could probably use them 2-3 times... on one side of the map two of them, and one other on the other, or so... It might be interesting to turn the brushwork into an ASE model, allowing you to vary them in size, and rotate them, e.g. not have them placed vertically but at a slight angle, as if the floor under them was giving way.

Re: Screenshots

Posted: Fri Jan 01, 2010 6:37 pm
by o'dium
Obs if thats a "distant" object then you could cut that down a hell of a lot more, likely to about 40 polygons. Things that spring to mind, are the whole bottom section under the main housing could be done with 8 polygons, easy, with no detail loss at all, simply doing the legs in the texture as well. The ladder could be a simple front faced set of polygons, plus everything you can see can be deleted easy enough. If this is a distance object remember that the player will have a set field of view for looking at it, and likely his viewing angle wont change a great deal, meaning you could delete half the polygons he doesnt see anyway.

Push it harder mang, get as much detail into the teture as you can.

Re: Screenshots

Posted: Fri Jan 01, 2010 7:26 pm
by obsidian
AEon, it IS an .ase model, I created it in 3ds Max.

o'dium, yeah... I could totally do even less than that, but I think it's good where it's at. It's going to sit on top of the roof of one of the buildings, the player can see the water tower from all sides and at closest, the player may be up to 256 units away (if he's midair during a rocket jump or something). So it still needs to be a fairly good representation in case anyone gets close.

Those horizontal wires holding the wood together are actually flat polygons (an extra 72 triangles right there), I could paint those into the wood texture, but I recycled the wood and wire texture from other stuff in the same map, so I'd rather save the texture memory rather than polys. The base also requires 4 tris per quad instead of the usual 2 because the trapezoid shape causes some nasty UVW-map stretching. Basically, it's a reasonably low poly model that balances a bunch of other factors for where I need it.

Currently, shaders are set to be lightmapped. I wonder how shitty it would look if vertex lit? Reasonable?