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Re: Screenshots

Posted: Sat Jan 08, 2011 11:58 am
by o'dium
Lun, that shot screamed pure sex in my eyes, doesn't even look like Q3. Design at its finest.

Re: Screenshots

Posted: Sat Jan 08, 2011 8:27 pm
by Lunaran
I didn't want to place zillions of brushes in Radiant to detail a whole map this way so I wrote some python script to generate it in a way that gave me control over placement/density/etc. Once I already had that working, it was a short hop to add texture alignment, because I was finding the lighting just didn't separate the shapes as well as I wanted by itself. (and there was no way in hell I was lining them up by hand.) The shot posted was done by script.

I'm aligning brush faces with the closest matching rect in this map:
http://lunaran.com/pics/lun3dm5_creteseams.jpg
which is an overlay stage in the concrete shader. I tried it with the edges lightened, too, and it made all the blocks look strangely polished and sharp, like you could cut yourself on the corners. Which was neat, but I liked this more.

Re: Screenshots

Posted: Sun Jan 09, 2011 3:26 am
by obsidian
Mmm... pretty. I'm always impressed with stuff you post here, you just need to do it with more frequency. :p

Re: Screenshots

Posted: Sun Jan 09, 2011 7:53 pm
by monaster
Making some progress on RCPD:
Textures, as always are not in their final state.
Main Hall:
Image
1680x1050 wallpaper

West Wing (staircase to 2F)
Image
1680x1050 wallpaper

Interrogation room: yes that's a "magic mirror" as Capcom described it way back in 1998 ;) On the other side that "window" is a mirror, and it works perfectly in Quake 3. Gotta love that engine.
Image

Re: Screenshots

Posted: Mon Jan 10, 2011 8:17 am
by o'dium
From the shots alone (Most of all that last one) I'm gonna say your scales are like 2x as big as they should be.

Gotta love Quake 3's totally messed up view height!! Awesome for dwarfs mind you.

Re: Screenshots

Posted: Mon Jan 10, 2011 3:28 pm
by obsidian
Try compiling with general switch, -scale 0.5

Re: Screenshots

Posted: Mon Jan 10, 2011 3:38 pm
by Eraser
Note that you need to point to a compiled .bsp file to use the -scale switch, not an uncompiled .map file.

Re: Screenshots

Posted: Mon Jan 10, 2011 5:13 pm
by ShadoW_86

Re: Screenshots

Posted: Wed Jan 12, 2011 4:10 pm
by monaster
Thanks for the scale tipps, but these screenshots haven't been taken from a "normal" point of view. I might have crouched or floated in mid-air to get these angles (not sure about that, too many screens taken in the last time), so it's most probably due to o'dium's mentioned "totally messed up view height". ;) Still thanks for the feedback!

Re: Screenshots

Posted: Sun Jan 16, 2011 11:49 pm
by monaster
And yet another screenshot of RCPD:
Textures, as always are not in their final state.
East Wing outdoor staircase:
[lvlshot]http://members.multimania.co.uk/Resiyoyoyo/pics_pub/Q3A_own/rcpd044.jpg[/lvlshot]

[EDIT:lvlsh't]

Re: Screenshots

Posted: Mon Jan 17, 2011 8:15 am
by Eraser
What exactly is RCDP?

Re: Screenshots

Posted: Mon Jan 17, 2011 8:41 am
by fKd
racoon city police departmant

Re: Screenshots

Posted: Mon Jan 17, 2011 9:20 am
by Eraser
ooh, a Resident Evil thing. Is this for a mod?

Re: Screenshots

Posted: Mon Jan 17, 2011 9:21 am
by MKJ
that door up there leads to the statue/gem puzzle.
u nose it.

Re: Screenshots

Posted: Tue Jan 18, 2011 1:20 pm
by monaster
@Eraser: No mod at all. As Tenacious D put it: it's just a tribute. But a rather detailled one, RCPD is going to be a complete rebuilt of Resident Evil 2's Raccoon City Police Department that'll be released as a normal Q3A map.
@MKJ: Not directly, the room pictured here is RDT code 1160 with its upper door leading to a corridor (1090), then to another one (10A0), and finally to that storage room where you can finally insert the two gems (10B0), everything found in the east wing of the building. The room you were probably thinking of is 10C0 located in the west wing.

Here's my visualization of the 2nd floor:
Image

10C0:
Image

10B0:
Image

Re: Screenshots

Posted: Tue Jan 18, 2011 3:55 pm
by MKJ
yes, i was thinking of a mirrored 10C0 :)

Re: Screenshots

Posted: Tue Jan 18, 2011 4:05 pm
by Eraser
Are you trying to actually make a playable Quake 3 level out of that? Sorry to say so, but I don't think it'll play good at all. It's all too tight and cramped, which generally goes with realistic settings in Quake 3.

Might be better off making this map for Urban Terror, but I do believe the player view heights are different there.

Re: Screenshots

Posted: Wed Jan 19, 2011 11:13 am
by ShadoW_86

Re: Screenshots

Posted: Wed Jan 19, 2011 12:39 pm
by Noruen
Shadow_86 - Beautiful! What engine is this?

Re: Screenshots

Posted: Wed Jan 19, 2011 12:54 pm
by Eraser
Judging from the URL, Call of Juarez

Apparently it runs something called "Chrome Engine": http://en.wikipedia.org/wiki/Chrome_Engine

Re: Screenshots

Posted: Wed Jan 19, 2011 2:18 pm
by ShadoW_86
Exactly as Eraser said :).

Re: Screenshots

Posted: Wed Jan 19, 2011 6:15 pm
by monaster
MKJ wrote:yes, i was thinking of a mirrored 10C0 :)
:p
Eraser wrote:Are you trying to actually make a playable Quake 3 level out of that? Sorry to say so, but I don't think it'll play good at all. It's all too tight and cramped, which generally goes with realistic settings in Quake 3.

Might be better off making this map for Urban Terror, but I do believe the player view heights are different there.
Yep, I've planned going for a Q3A release, being mostly addicted to Resident Evil 2 and thus not caring much about playability in Q3 at first because I wanted to stay as close to the original as possible (I know... :rolleyes: ). But actually to my own surprise it turned out quite well or at least better as expected after I put about ten to twenty hours alone into the process of considering ceiling/room/overall dimensions.
The original was cramped indeed, but that won't be much of a problem anymore once this map is finished, which will take a lot of time, but I'll finish it 100%. Just to show off all the other attempts of creating that thing for Quake (and other games/engines) that died halfway through or often after the first room. :sly:

I might change a few minor things in the RCPD's architecture for the sake of connectivity and the like, but that's something to be thought of in a few months. If I ever upload any beta versions, will there be people here willing to test it over a server in a 4 on 4 minimum tdm or ctf? Eraser perhaps? fKd? Noruen? MKJ? Anyone (no sense in pasting q3w's member list here)? That is, if nobody - including me - dies of old age beforehand.

EDIT: @ ShadoW_86: Just saw that on your blog/site:
Image
Absolutely beautiful! :eek:

Re: Screenshots

Posted: Wed Jan 19, 2011 7:45 pm
by Plan B
ShadoW_86 wrote:More screenshots

Image
Looks beautiful.
Only "problem" is, few of us will have the chance to experience it, since we lack the programs to do so.

But I really like seeing what you guys come up with, using other engines.

Re: Screenshots

Posted: Thu Jan 20, 2011 12:15 pm
by ShadoW_86
Pueblo (Scene)

More screenshots

Image

Re: Screenshots

Posted: Sat Jan 22, 2011 9:25 am
by ShadoW_86
Stronghold for Steel Storm game.

More pictures

Image