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Re: Screenshots
Posted: Wed Jun 23, 2010 2:48 pm
by sock
Athens - Greek Statues
A facebook of the ancient world ...
Re: Screenshots
Posted: Wed Jun 23, 2010 6:48 pm
by skinNCNmaster
edit
Re: Screenshots
Posted: Wed Jun 23, 2010 10:55 pm
by corsair
Re: Screenshots
Posted: Wed Jun 23, 2010 11:09 pm
by Hipshot
Looks very cool... but what is it?
Re: Screenshots
Posted: Wed Jun 23, 2010 11:09 pm
by fKd
some pics etc of the game im workin on.
http://www.moddb.com/games/steel-storm
Re: Screenshots
Posted: Wed Jun 23, 2010 11:24 pm
by corsair
lookin good there, fKd! are you nearing completion already.. at any rate.. ? ;]
Hipshot: they're fractal (or sierpinski) versions of platonic solids - which are 3d shapes defined by simple, regular 2d shapes such as squares, equilateral triangles, etc. The fractal bit means that every 3d shape gets repeated at every point of the same shape, but then smaller at every consecutive step, or iteration.
i built them to learn houdini, to preparate for some demoscene party and other 'general purposes', as well as to act as a little capitalist by trying to sell em for $5 a piece on turbosquid.
Re: Screenshots
Posted: Thu Jun 24, 2010 3:43 am
by ^Ghost
reminds me of contra for snes
Re: Screenshots
Posted: Thu Jun 24, 2010 8:03 pm
by Hipshot
Working on a level for the maverick competition too, haven't come far though...
Those stairs used to be some 128 units higher and also in a perfect quarter circle, but I decided to go with the more squarish look.

Re: Screenshots
Posted: Thu Jun 24, 2010 8:22 pm
by jal_
Did you use a decal on the lava border?
Re: Screenshots
Posted: Thu Jun 24, 2010 10:47 pm
by Hipshot
No just a simple alpha blend.
It's just a test shader really.
Code: Select all
textures/hipshot_m15/lava
{
qer_trans 0.5
qer_editorimage textures/colors/orangered.jpg
q3map_surfacelight 700
q3map_globaltexture
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
surfaceparm nolightmap
nopicmip
noMipMaps
cull none
deformVertexes wave 256 sin 0 10 0 .25
{
map textures/colors/a.jpg
rgbGen identity
}
{
map textures/liquids/lavahell.tga
blendFunc blend
tcmod scale .25 .25
tcMod scroll .01 .005
rgbGen identity
alphaGen vertex
}
{
map textures/hipshot_m15/test.tga
blendfunc add
rgbGen wave noise 0 1 0 .4
tcMod scroll .01 .005
}
{
map textures/hipshot_m15/test.tga
blendfunc add
tcmod scale -1 -1
rgbGen wave noise 1 1 .5 1
tcMod scroll -.01 -.005
}
}
Re: Screenshots
Posted: Fri Jun 25, 2010 4:11 am
by Kat
You might find it looks better the other way around, dark edges... the temperature difference of the surrounding surfaces tend to cool the lava which results in it going darker (because it's solidifying back into solid rock).
Re: Screenshots
Posted: Fri Jun 25, 2010 1:07 pm
by Fjoggs
Don't listen to that silly person, the lava looks amazing.

Re: Screenshots
Posted: Fri Jun 25, 2010 4:18 pm
by jal_
Hipshot wrote:No just a simple alpha blend.
It's just a test shader really.
It's a interesting one, tho. So, if I get it right, the lava isn't a single brush, but several brushes in the shape of the pit so it uses the vertexes colors for blending the inner part of the lava?
Re: Screenshots
Posted: Fri Jun 25, 2010 6:46 pm
by obsidian
Yes, vertex alpha. You also need some editor shaders to control the vertex alpha values, which are included with Q3Map2 and/or with
Q3Map2 Extras Addons
See Sock's tutorial here:
http://simonoc.com/pages/articles/terrain2_1.htm
Re: Screenshots
Posted: Sat Jun 26, 2010 9:07 am
by Hipshot
Kat wrote:You might find it looks better the other way around, dark edges... the temperature difference of the surrounding surfaces tend to cool the lava which results in it going darker (because it's solidifying back into solid rock).
I did dark edges in
Industrial and I think that the lava in that level gives the impression to be slowly cooling off and not being very hot and active.
This time I just wanted something that looked more alive and I think doing bright edges gives me the look that I want.
Re: Screenshots
Posted: Sun Jun 27, 2010 2:18 am
by Kat
Fjoggs wrote:Don't listen to that silly person, the lava looks amazing.

Hipshot obviously isn't

Re: Screenshots
Posted: Mon Jun 28, 2010 9:49 am
by corsair
I agree with the silly person, the bright edges on the lava do look weird! :]
Your argument for having them this bright makes good sense tho, but perhaps in order to make it more wholesome, the effect may have to continue to the vertical walls adjacent to the lava - I'm not sure what and how exactly though xD
Re: Screenshots
Posted: Mon Jun 28, 2010 1:41 pm
by SoM
corsair wrote:I agree with the silly person, the bright edges on the lava do look weird! :]
Your argument for having them this bright makes good sense tho, but perhaps in order to make it more wholesome, the effect may have to continue to the vertical walls adjacent to the lava - I'm not sure what and how exactly though xD
i'm not a regular here, and yeah it does look fucked up
switch the lava for some acid ala mortal kombat
Re: Screenshots
Posted: Mon Jun 28, 2010 4:38 pm
by Hipshot
I'm not done with it.
But I know for certain the more time goes, that I will keep my bright edges =) =)
Edit: But yes, acid, that might be something, I don't think I ever had acid in any of my levels...
Re: Screenshots
Posted: Tue Jun 29, 2010 7:24 am
by Chretien
@Hipshot: Free the wall from the stairs for depth

Re: Screenshots
Posted: Thu Jul 01, 2010 7:09 pm
by corsair
Mapping! 8D
I'm hoping to complete a small q3 level in three ('work')days, this is day one's effort ^^
direct link to unscaled img:
http://img688.imageshack.us/img688/2126 ... 9wip00.gif
Re: Screenshots
Posted: Thu Jul 01, 2010 9:06 pm
by obsidian
I am intrigued. Looks a bit like you have a bunch of planetoids floating around. You know, God took SEVEN days but you're planning on just three?
Re: Screenshots
Posted: Fri Jul 02, 2010 10:35 pm
by sst13
Re: Screenshots
Posted: Sat Jul 03, 2010 8:43 am
by cityy
Looks really great! I like the green lights.
Re: Screenshots
Posted: Sat Jul 03, 2010 12:44 pm
by Fjoggs
That is awesome! I love it. The last shot is amazing, good job!