Screenshots
Re: Screenshots
The stuff you are working on lately, corsair, looks to be something completely different than what we are used to from Quake3. What exactly is it? Can you give us some information about the game play and features of the game? Is it a commercial or indie game or just some random experiments just for kicks?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Screenshots
I'm actually attending a course on game design/production. This is part of one of the last couple of remaining assignments before I can do an internship and eventually graduate.
The spherical objects are experimental; they're beyond the assignment's scope. What I'm to do next is to distribute seeds onto the terrain, and have them accumulate data of their location to determine their growth (or death..). Then plants and/or trees ought to grow from the seeds. The main hurdle is to prevent them from intersecting with eachother - although theres more problems i need to solve before I can get it done :]
The end result isn't for game use at all, but it could be implemented, in its procedural manner, in the torque game engine, I believe...
fyi: These are some games i worked on/made; none are commercial ;]
http://www.youtube.com/watch?v=0qxZaG2D3vI
http://www.youtube.com/watch?v=0S9itt5Ns5Y
http://www.youtube.com/watch?v=iQQeBDl1k20
http://www.youtube.com/watch?v=jRjMC_hqkHc (a demo reel.. not mine.. but it has two games in it I also worked on that aren't separately available on youtube (the one appearing first (modo madness), and the cardboard one somewhere at 2/3rds of the length))
The spherical objects are experimental; they're beyond the assignment's scope. What I'm to do next is to distribute seeds onto the terrain, and have them accumulate data of their location to determine their growth (or death..). Then plants and/or trees ought to grow from the seeds. The main hurdle is to prevent them from intersecting with eachother - although theres more problems i need to solve before I can get it done :]
The end result isn't for game use at all, but it could be implemented, in its procedural manner, in the torque game engine, I believe...
fyi: These are some games i worked on/made; none are commercial ;]
http://www.youtube.com/watch?v=0qxZaG2D3vI
http://www.youtube.com/watch?v=0S9itt5Ns5Y
http://www.youtube.com/watch?v=iQQeBDl1k20
http://www.youtube.com/watch?v=jRjMC_hqkHc (a demo reel.. not mine.. but it has two games in it I also worked on that aren't separately available on youtube (the one appearing first (modo madness), and the cardboard one somewhere at 2/3rds of the length))
Re: Screenshots
That image down to the most right, very nice looking sky there, when the blue meets the green, it looks quiet amazing.Lunaran wrote:dfgdfgdfg
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Screenshots
When I saw those games I asked myself if you knew this Weekend Game Jam...then came the bubbles with this info. Really nice stuff. What was your part?corsair wrote:Games
Re: Screenshots
Level design, making textures, modelling, art- and graphical- (style) direction were most of my activities, with an additional bit of general game design. The one thing I didn't do for any of those games is animation (or rigging). Which is exactly why I proposed, on one of such 'weekend game jam's, (or global game jam, in our case), to use cardboard in the graphics; it totally eliminated the need for rigged animations, which is nice if you want to build a game within two days :). We scattered the bits of left-over, discarded AND processed pieces of actual cardboard (which were scanned, as were the drawings on them) around our cubicle. I can't deny the game looks pretty fine, but the competition wasn't bad either, to have won there must have had something to do with the mess we created there.
two of the five games were made at a game jam, at 2009's and 2010's editions. The other three were all school projects which took a 'theoretical' 14 days to complete. (mostly small groups of six people. Although for our last project, taco trouble, we had 13 ppl working on it, which may seem like a hell of a lot, but its a bit different when competences and enthusiasm vary immensely.
I don't have a demo reel or portfolio page yet, but when I do i'll definitely post a thread here to pimp it. :P
Did you ever participate in a (global) game jam too, btw? Or will you do so at the next big one? probably late January, somewhere (approximately) near you.
two of the five games were made at a game jam, at 2009's and 2010's editions. The other three were all school projects which took a 'theoretical' 14 days to complete. (mostly small groups of six people. Although for our last project, taco trouble, we had 13 ppl working on it, which may seem like a hell of a lot, but its a bit different when competences and enthusiasm vary immensely.
I don't have a demo reel or portfolio page yet, but when I do i'll definitely post a thread here to pimp it. :P
Did you ever participate in a (global) game jam too, btw? Or will you do so at the next big one? probably late January, somewhere (approximately) near you.
Re: Screenshots
That grandma cookies trailer looks awesomecorsair wrote:http://www.youtube.com/watch?v=0qxZaG2D3vI
http://www.youtube.com/watch?v=0S9itt5Ns5Y
http://www.youtube.com/watch?v=iQQeBDl1k20
http://www.youtube.com/watch?v=jRjMC_hqkHc (a demo reel.. not mine.. but it has two games in it I also worked on that aren't separately available on youtube (the one appearing first (modo madness), and the cardboard one somewhere at 2/3rds of the length))

You guys must've had such an incredible amount of fun making that game (especially the grandma voice over

edit:
The taco sauce game looks hilarious too. Shame bigshot game developers don't have creativity like this anymore. Indy games ftw!
edit2:
having said that, watching the demo reel, I still think it's cool that someone that works on these non-profit indy games can use that to propel himself into a job (okay, internship) at a studio working on high profile titles like Killzone 3.
Re: Screenshots
I actually wanted to take part this year. There were some spots in Erlangen I guess. But I don't bring any fancy skills with me like modeling or coding. Only levelmaking out of brushes. Wouldn't even call me Level Designer in this case...corsair wrote:Did you ever participate in a (global) game jam too, btw? Or will you do so at the next big one? probably late January, somewhere (approximately) near you.
Re: Screenshots
wattro: ty :]
Eraser: they were really fun projects indeed :] Making grandmas cookies was brilliant, it right at the beginning of the first year, and we were forced to use 'gamestudio' which uses a BSP format, and had an editor somewhat similar to radiant. This came to such an advantage to our team (complemented by this one awesome programmer) that we really blew away the others, and caused utter silence at a 'release party' with 500 people who didn't have the decency to lower tone, or shut up completely, when the teams representatives were talking whilst showing game
The graphics for taco trouble are poorly represented in the trailer though - that's how it looked when we handed it in for grading; the trailer being a part of the hand-in. It still contains lighting errors (some objects, including the cars o_O, aren't lit at all). It's also shot with dynamic lighting disabled; this feature wasn't 100% solidly executed (what do you expect, it was this blokes first time for programming this, and he'd other tasks too) But despite the glitches, the real-time light mapping has it's charms in my opinion, and in accordance with an equally unused, post-process shader that adds (the illusion of) fog. Perhaps this doesn't matter, as its an enjoyable game and that's what counts. supposed artist, I do care for this :]
If you didn't notice btw, you can download taco trouble (!) and play it on lan with quite a bunch of players, using hamachi (virtual network) a 2v2 player game is possible, provided you have a proper connection.
Bliccer: If you'd decide not to go cause you think you can do too little, I'd say, do go anyway. Its only the simple things which you can do in such a short of timespan. Team sizes range between 5 and 10 I believe, (in NL they were pretty fixed at 6, tho), and they're semi-random. You'll either find yourself a team in which you feel there's little skill; but there's always one or more programmers in flash or whatever. So a bit of brainstorming for the idea, some photoshop and some flash scripting and you have a game. On the other end, you could find yourself in a team which can do all, and you feel like you sit there watching. Then surely you can do some simple things. Given the right attitude, both ways would be enjoyable I think :]
Eraser: they were really fun projects indeed :] Making grandmas cookies was brilliant, it right at the beginning of the first year, and we were forced to use 'gamestudio' which uses a BSP format, and had an editor somewhat similar to radiant. This came to such an advantage to our team (complemented by this one awesome programmer) that we really blew away the others, and caused utter silence at a 'release party' with 500 people who didn't have the decency to lower tone, or shut up completely, when the teams representatives were talking whilst showing game

The graphics for taco trouble are poorly represented in the trailer though - that's how it looked when we handed it in for grading; the trailer being a part of the hand-in. It still contains lighting errors (some objects, including the cars o_O, aren't lit at all). It's also shot with dynamic lighting disabled; this feature wasn't 100% solidly executed (what do you expect, it was this blokes first time for programming this, and he'd other tasks too) But despite the glitches, the real-time light mapping has it's charms in my opinion, and in accordance with an equally unused, post-process shader that adds (the illusion of) fog. Perhaps this doesn't matter, as its an enjoyable game and that's what counts. supposed artist, I do care for this :]
If you didn't notice btw, you can download taco trouble (!) and play it on lan with quite a bunch of players, using hamachi (virtual network) a 2v2 player game is possible, provided you have a proper connection.
Bliccer: If you'd decide not to go cause you think you can do too little, I'd say, do go anyway. Its only the simple things which you can do in such a short of timespan. Team sizes range between 5 and 10 I believe, (in NL they were pretty fixed at 6, tho), and they're semi-random. You'll either find yourself a team in which you feel there's little skill; but there's always one or more programmers in flash or whatever. So a bit of brainstorming for the idea, some photoshop and some flash scripting and you have a game. On the other end, you could find yourself in a team which can do all, and you feel like you sit there watching. Then surely you can do some simple things. Given the right attitude, both ways would be enjoyable I think :]
Re: Screenshots
screenshots!
I didn't have time for this yesterday, but these show what I meant about the graphics, and the post process shader. The first four are how the game might look. The differences between the top two and the two beneath, can be caused by monitor setting alone (contrast/saturation wise, that is. The depth effect is the work of the post proces shader; a 'simple' math formula which can compute the original image, a color and a depthmap into various outputs.
[lvlshot]http://img23.imageshack.us/img23/5947/91246476.jpg[/lvlshot]
Next time I'll post q3 screenshots again ;]
I didn't have time for this yesterday, but these show what I meant about the graphics, and the post process shader. The first four are how the game might look. The differences between the top two and the two beneath, can be caused by monitor setting alone (contrast/saturation wise, that is. The depth effect is the work of the post proces shader; a 'simple' math formula which can compute the original image, a color and a depthmap into various outputs.
[lvlshot]http://img23.imageshack.us/img23/5947/91246476.jpg[/lvlshot]
Next time I'll post q3 screenshots again ;]
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Re: Screenshots
Hi guys heres some maps ive made with the Q3 engine in Tremulous (not for Q3 directly but I can directly port it in gtkradiant and plan on doing so). There werent any special effects/features for these maps so it should be a direct port (sorry for image spam)
































Re: Screenshots
Very nice. It almost doesn't look like quake 3.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Re: Screenshots
wow chuck, some very impressive work there. great first post, welcome to q3world
Re: Screenshots
Hi there!
I am making a DeFRaG run by using weapons & strafe. It's a short run, and I haven't got many experience mapping.
Well, here are some screenshots:
[lvlshot]http://i297.photobucket.com/albums/mm237/santile/maps/eLement_b.jpg[/lvlshot]
[lvlshot]http://i297.photobucket.com/albums/mm237/santile/maps/element_b2.jpg[/lvlshot]
I am making a DeFRaG run by using weapons & strafe. It's a short run, and I haven't got many experience mapping.
Well, here are some screenshots:
[lvlshot]http://i297.photobucket.com/albums/mm237/santile/maps/eLement_b.jpg[/lvlshot]
[lvlshot]http://i297.photobucket.com/albums/mm237/santile/maps/element_b2.jpg[/lvlshot]
Re: Screenshots
Holy cow, it's deqer! I remember that guy.
Nice screens everybody.
Nice screens everybody.
www.ferdinandlist.de/leveldesign
Re: Screenshots
Keep making run maps and you will get good at it in no time, snt. But it looks fine so far!
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]
[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Re: Screenshots
I decided use the photoshop a bit (:

Suggestions are welcome.

Suggestions are welcome.
Re: Screenshots
May I ask you guys with the posts that contain a lot of screenshots to convert those [lvlshot]s to [url]s because those certainly mess up the loading times. Alternatively you could use small previews of those screenshots.
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Is it meant to look like tiles or more like plates with metal seams on them? Overall I think it will look really bright and maybe noisy ingame and the seams between the plates/tiles might make it looks a little repetetive. Other than that it looks good.snt wrote:I decided use the photoshop a bit (:
www.ferdinandlist.de/leveldesign
Re: Screenshots
na lvlshots ftw, its the screenshot thread, id rather not have to click on a bunch of links tbh...
nice texture snt, was that made from scratch? i like
nice texture snt, was that made from scratch? i like
Re: Screenshots
@fKD: Be careful, what you're saying, man, that could make me upload 20 lvlshts based on 1600x1200 images all at once again and finally get me banned by obsidian for the rest of either his or my life.
To be honest, even I do have to wait quite some time until every single one of chuckfknorris' lvlshots is loaded. Thumbnails or at least 800x600 would be great if someone posts more than 10 pictures at a time. But yeah, scrnshts for the win, I'm not much of a fan regarding links-only presentations.
Beside that, I absolutely agree with this:

Beside that, I absolutely agree with this:
wow chuck, some very impressive work there. great first post, welcome to q3world
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
-Lee Trevino, golfer who actually has been struck by lightning.
Re: Screenshots
Already made some more textures, will post more later
Anyways, I modified the last one I did, and now them look some decent tiles

http://img220.imageshack.us/img220/9525/bricksk.jpg
Anyways, I modified the last one I did, and now them look some decent tiles


http://img220.imageshack.us/img220/9525/bricksk.jpg
Re: Screenshots
Looking a bit better, but you have to work on the grout bits.
Avoid use of Bevel and Emboss. Most newbie texture artists love it, but it does look pretty bad and has that signature "Bevel and Emboss" look that sticks out like a sore thumb.
The dodge and burn tools work well. Also "multiply" blend mode on a dark painted layer for shadows and an "overlay" blend mode on a light painted layer for highlights. I like using multiply and overlay since it keeps my shadow and highlights on different layers so I can toggle them on and off and also use them to generate optional specular maps.
Avoid use of Bevel and Emboss. Most newbie texture artists love it, but it does look pretty bad and has that signature "Bevel and Emboss" look that sticks out like a sore thumb.
The dodge and burn tools work well. Also "multiply" blend mode on a dark painted layer for shadows and an "overlay" blend mode on a light painted layer for highlights. I like using multiply and overlay since it keeps my shadow and highlights on different layers so I can toggle them on and off and also use them to generate optional specular maps.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Re: Screenshots
Heres the current high poly of the field ops class, just FYI:

Its based on a concept by Biterman, which you can find on our website, here: http://www.team-blur-games.com/overdose ... _large.jpg

Its based on a concept by Biterman, which you can find on our website, here: http://www.team-blur-games.com/overdose ... _large.jpg
Re: Screenshots
I really would like to see how that hose looks in motion.