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Re: Screenshots
Posted: Sat Jan 22, 2011 11:12 am
by Hipshot
You are very versatile Shadow.
Re: Screenshots
Posted: Sun Jan 23, 2011 11:42 pm
by ^Ghost
new defrag map ive started on..
still working on lighting and details.
[lvlshot]http://img198.imageshack.us/img198/8185/shot0040l.jpg[/lvlshot]
Re: Screenshots
Posted: Mon Jan 24, 2011 4:55 pm
by cityy
Looking good ^Ghost! You should rotate the wood texture on these planks imo.
----
I started my first team fortress 2 map just a few minutes ago - learning hammer at the moment. For the record:
http://cityy.explicits.de/uploads/maps/TF2/test0001.jpg
Re: Screenshots
Posted: Sat Jan 29, 2011 9:36 pm
by Delirium
wow citty thats epic! lol kiddin'
and yea rotate that wood texture Ghost, btw I swear I've got that exact decal texture ._.
Re: Screenshots
Posted: Tue Feb 01, 2011 8:00 am
by ^Ghost
textures and shaders are from medieval_soc and tabq1dm5
Re: Screenshots
Posted: Tue Feb 01, 2011 9:16 am
by Chretien
[lvlshot]http://dl.dropbox.com/u/159251/Map/ganNr1Hq.jpg[/lvlshot]
Re: Screenshots
Posted: Tue Feb 01, 2011 2:53 pm
by Anthem
Holy crap, I remember that map, Chretien. It's good to see you're still working on it. The lighting is nice and moody.

Re: Screenshots
Posted: Tue Feb 01, 2011 5:20 pm
by neoplan
Is there a half naked lady to the right who will give me a rockt-launcher?
Re: Screenshots
Posted: Tue Feb 01, 2011 7:49 pm
by Noruen
If you will find her, grab your rocketl and send her to me

Re: Screenshots
Posted: Wed Feb 02, 2011 6:36 pm
by Chretien
Anthem wrote:Holy crap, I remember that map, Chretien. It's good to see you're still working on it. The lighting is nice and moody.

Hey, thanks!

But for now I just regard the map as somewhat of a playground so I haven't really put much effort into the lightning. Just tried spotlights etc. Final will be much cooler I hope.

Re: Screenshots
Posted: Wed Feb 02, 2011 10:30 pm
by Noruen
Colonized Derwyllus...

Re: Screenshots
Posted: Thu Feb 03, 2011 9:11 am
by ShadoW_86
Two new maps for/in Quake Live

.
More about it.
Concrete Palace:
Dies Irae:

Re: Screenshots
Posted: Thu Feb 03, 2011 9:30 am
by fKd
gratz man. they look sharp as hell! gg
Re: Screenshots
Posted: Thu Feb 03, 2011 3:02 pm
by Anthem
I checked the maps out. They aren't exactly my cup of tea, but they are good maps nonetheless. I noticed the influence on Concrete Palace from
q3shw22 instantly. I love q3shw22. :L
Congrats on the releases!
Re: Screenshots
Posted: Thu Feb 03, 2011 5:25 pm
by EmeraldTiger
Daaanng ShadoW, I don`t understand how you can make these maps so quickly. How much coffee do you drink?
Congrats on the releases. Maybe Palace could see a spot in the next IEM?
Re: Screenshots
Posted: Mon Feb 07, 2011 9:30 pm
by Noruen
Re: Screenshots
Posted: Mon Feb 07, 2011 10:35 pm
by fKd
thats one sweet skybox noruen. have you got portals working? i forgot to send ya the .map. you still need it?
Re: Screenshots
Posted: Mon Feb 07, 2011 11:40 pm
by fKd
ps: nor3ctf1.zip readme 27 Sep 2010 20.26MiB review submitted

Re: Screenshots
Posted: Tue Feb 08, 2011 7:02 am
by Noruen
fKd - yes, it is working now, BUT for some reason, q3map2 do not want to compile light with this skybox (program stop responding/working and is terminated by Win)

But I don't need your map anymore

And thanks for submission! I can't wait for next LvL actualization

)
Re: Screenshots
Posted: Tue Feb 08, 2011 7:45 am
by fKd
i did not review it, but i knew you would be happy it had finally been done. gratz on ya first release

Re: Screenshots
Posted: Tue Feb 08, 2011 4:31 pm
by obsidian
Checked your Q3Map2 log file? It usually spits out an error if it stops working.
Re: Screenshots
Posted: Tue Feb 08, 2011 9:06 pm
by obsidian
Testing radiosity on global illumination. This compile took 110 seconds with 6MB of raw lightmap data. I still need to fix some of the artifacts, I think from the penumbra or maybe from sampling...

Re: Screenshots
Posted: Tue Feb 08, 2011 9:47 pm
by Noruen
Erm... I can't find q3map2 log file

can you help me?
Screen - it is Q3 engine? That looks great i like that effect on the end of the shadows.
Re: Screenshots
Posted: Tue Feb 08, 2011 10:25 pm
by obsidian
Yeah, it's Q3 test map. The effect at the end is the penumbra effect, I think I set too high a value and lowering it slightly looks a little more natural. Here are some more shots after some tweaking:
[lvlshot]http://robotrenegade.com/temp/q3map2-radiosity02.jpg[/lvlshot]
[lvlshot]http://robotrenegade.com/temp/q3map2-radiosity03.jpg[/lvlshot]
Whoops, rainbow edges!
[lvlshot]http://robotrenegade.com/temp/q3map2-radiosity04.jpg[/lvlshot]
How are you compiling your maps? I'm using a batch file and making it output everything to a text file. Most front-end programs will do the same. GtkRadiant shows the output in the editor console.
Re: Screenshots
Posted: Wed Feb 09, 2011 8:44 am
by Noruen
hmm.. but it looks really good. It is some special compile command to create this penumbra? Only sad thing is, that so smooth shadows are impossible in map because of lightmap size
And q3map2 doesn't write any error:
--- LoadMapFile ---
Loading C:/Program Files/Quake III Arena/baseq3/maps/TeScrap.map
entering C:/Program Files/Quake III Arena/baseq3/maps/TeScrap.map
0 light entities
--- SetupBrushes ---
80 opaque brushes
--- SetupDirt ---
48 dirtmap vectors
--- SetupSurfaceLightmaps ---
157 surfaces
91 raw lightmaps
52 surfaces vertex lit
105 surfaces lightmapped
93 planar surfaces lightmapped
0 non-planar surfaces lightmapped
12 patches lightmapped
4 planar patches lightmapped
--- SetupTraceNodes ---
3063 trace windings (0.77MB)
5658 trace triangles (0.47MB)
2730 trace nodes (0.17MB)
1366 leaf nodes (0.08MB)
2 average windings per leaf node
23 max trace depth
--- SetupGrid ---
Grid size = { 128, 128, 256 }
728 grid points
--- CreateLights ---
Sun: textures/noruen_ship/ShSky
And then: q3map2 stop responding and must be terminated
