Page 24 of 295

Posted: Thu Aug 11, 2005 8:20 pm
by ALMighty
Hey O'dium, did you make those textures yourself? I really like the lighting/texturing in your screens.

Posted: Thu Aug 11, 2005 8:28 pm
by o'dium
ALMighty wrote:Hey O'dium, did you make those textures yourself? I really like the lighting/texturing in your screens.
Yeah i did, all from scratch at 1024x1024 res as standard. Its a tech demo map, so you know, it needs to be high :p

Posted: Thu Aug 11, 2005 8:40 pm
by Lukin
Image
Image

Old map that I finally decided to finish (along with few others).

Posted: Thu Aug 11, 2005 8:42 pm
by o'dium
Lukin, that maps quite interesting. However, Its a shame its so empty :( That tree room could of cracks in the floor and walls with branches coming out, modeled grass, vines all over the place...

Posted: Thu Aug 11, 2005 8:53 pm
by Lukin
Well, I know that, but making it looks better would take me another month of work, and I'm already sick and tired of this map. I had wanted to fill whole map with some crazy effects and details, but then I thought it's just not worth it - I've got better maps that I have to finish, and Q4 is so close. So, please don't tempt me ;)

Posted: Thu Aug 11, 2005 9:05 pm
by o'dium
Q4 is 2 months away. :p

Go on, add a few more things in there, spice it up a bit. If it has a solid flow to the level it could be a classic ;)

Posted: Thu Aug 11, 2005 10:03 pm
by Kat
Neotic wrote:Its better in game... but on the rock walls... I believe I'm using some of your textures... they look mega. Nice work yourself!
Yeah, though it'd look ok in game, usually do. Is it Q3 or ET? I seem to recall you doing something ET related?

Posted: Thu Aug 11, 2005 11:05 pm
by Neotic
Kat wrote:
Neotic wrote:Its better in game... but on the rock walls... I believe I'm using some of your textures... they look mega. Nice work yourself!
Yeah, though it'd look ok in game, usually do. Is it Q3 or ET? I seem to recall you doing something ET related?
ET.

I'm quite excited about this map... its a base race map, but not in the traditional sense. Instead of racing to build a base, both teams start out near each other and are going to be racing tanks to the base at the finish line! As the teams race, both teams will be able to disable their opponents tank, naturally! The first team to the finish line will become the defensive team and the other team will become the offensive team. From here, the offensive team will try to steal an objective from the defending team and return it to their tank!

Posted: Fri Aug 12, 2005 10:01 am
by Shallow
Neotic, those shots are nice, but the desert/rocks/sand shot has serious scale issues. Either those palm trees are 6 inches tall, or the textures need to be mapped much more densely on those rocks. Keeping comparable texture scale can be quite important in Q3 engine games because the mapping is usually at a very consistent texel density, which leads the viewer to interpret them in certain ways, so it looks very wrong when you diverge too far either way from the default.

The second shot is really cool, but that area definitely looks a bit dark.

Posted: Fri Aug 12, 2005 2:48 pm
by o'dium
aye, and its very simple to avoid too.

A cheap modeling trick is to use a black/white checker board texture when your doing your uv map, so that you know that everything is taking up pretty much the same texture space. If you have bigger squares on one section compared to another, fix it, so that its all matching.

Now in Q3 you have a simple trick, just rename your texture folder. The map will still laod, but every texture will be replaced with a "missing texture" image, thats pretty much a black box with a white outline.

Look, when everything is replaced like this, and see what areas need scale fixing.

Posted: Sat Aug 13, 2005 3:49 pm
by o'dium
Starting to rough it up a bit:

Image

Posted: Sun Aug 14, 2005 5:23 pm
by o'dium
Really early shot of a texture i'm working on:

Image

Posted: Sun Aug 14, 2005 7:59 pm
by Survivor
[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/typicaldoorway.jpg[/lvlshot]

[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/normalspaceofnothing.jpg[/lvlshot]

[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/nondescriptbridge.jpg[/lvlshot]

[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/conventionaljumppadexit.jpg[/lvlshot]

[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/averageroom.jpg[/lvlshot]

Now keep in mind this is wip. I know the textures and all need some realigning but i think i have the general feel of the map caught in the color use.

Posted: Sun Aug 14, 2005 8:04 pm
by o'dium
Its a litte bit to green for my liking. You might wanna get rid of some of those static meshes, players will get caught on them.

Posted: Mon Aug 15, 2005 5:10 am
by Lenard
[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/typicaldoorway.jpg[/lvlshot]

Wow, nice fps!

Posted: Mon Aug 15, 2005 8:31 am
by Survivor
Lenard wrote:[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/typicaldoorway.jpg[/lvlshot]

Wow, nice fps!
Yea i know, shitcard. Got it capped at 90 because it can't hold 125 at every map.

Posted: Mon Aug 15, 2005 4:28 pm
by sumatra
i think i haven't installed all textures properly :p
but the green one owns me !

Posted: Mon Aug 15, 2005 5:25 pm
by seremtan
wtf is all that?

Posted: Tue Aug 16, 2005 11:46 am
by ALMighty
o'dium wrote:Really early shot of a texture i'm working on:

Image
That looks really nice, man. I wish I could texture like that.

Posted: Wed Aug 17, 2005 9:24 pm
by dAde
<a href="http://img3.imageshack.us/img3/8980/wip76el.jpg" target="_blank"><img src="http://img3.imageshack.us/img3/8980/wip76el.jpg" width="400" height="300"/></a>

<a href="http://img278.imageshack.us/img278/1657/wip80vu.jpg" target="_blank"><img src="http://img278.imageshack.us/img278/1657/wip80vu.jpg" width="400" height="300"/></a>

Posted: Thu Aug 18, 2005 7:36 am
by o'dium
Here are the latest updates to the site, nothing major really, just fixes here and there.

Image

Image

Image

Image

Image

Posted: Thu Aug 18, 2005 7:12 pm
by Plan B
What strikes me is that dAde's and o'dium's styles are quite similar.

Only that things look much better in Q2E.

Can't you switch teams, dAde?

Posted: Fri Aug 19, 2005 10:59 pm
by <--Wastrel-->
These screens were taken from Survivor of disaster, the first freeware FPS which uses the Quake3 engine. Sorry for my bad English.
Short description:

SOD is an FPS game based on the Quake3 engine, and will contain 26 single player and 14 multiplayer levels. Most likely it will be a full CD game, and the essence is that the player will get it free of charge. The single player mode will based on the Dark conjunction mod's source code (http://www.planetquake.com/tdc), and the multiplayer part on Quake3 1.32.

Story: in about 2006 we find ourselves on a space station - we arrive there for routine check. While checking a tragedy happens: weird alien creatures attack the base. Our hero's task is to get out alive, and to warn the population of Earth for the catastrophe. However he arrives late, and the aliens already take assault on our beloved planet. There is no more choice, we have to find out why do the aliens attacked our planet, and their boss have to be convinced that they have to give up the invasion of Earth.

Gameplay: The game begins on a space station, with a Half-life -like train traveling (exactly space flight). After arriving, we have to reach our workplace the same way. Our way goes through miscellaneous ducts and tunnels... when we step into the control room, suddenly hell breaks loose... The aliens invade the base. The player has to leave the station as soon as it possible, and to inform Earth about the evolved situation... sadly they come before us, and whilst landing, they are already attacking our planet.

Multiplayer: This will be almost like Quake3, the game modes are: deathmatch, team deathmatch and capture flag. The flames of net play can enjoy it on 14 maps, which will consitst of: 6 DM-TDM, 4 tourney and 4 CTF levels. Most likely 4 player models will be available for selecting, the maps will be planned for 8 player maximum, but because the engine is so flexible, it's also possible for 64 players to play at once, as soon as suitable gigantic maps will be available...

Extras: The game will presumably contain the latest Punkbuster (cheat protection) program, and the full source code, with people are allowed to create their own SOD mod. Besides a level design tool will also get into the pack. The game will be developed on 2 languages (hungarian and english).

http://users.atw.hu/ragames/pics/sod2/shot0017.jpg
http://users.atw.hu/ragames/pics/sod2/shot0008.jpg
http://users.atw.hu/ragames/pics/sod3/shot0012.jpg
http://users.atw.hu/ragames/pics/sod3/shot00004.jpg
http://users.atw.hu/ragames/pics/sod3/shot00005.jpg
http://users.atw.hu/ragames/pics/sod3/shot0006.jpg

i would like to know your opinions about our game. Thanks

Posted: Fri Aug 19, 2005 11:01 pm
by <--Wastrel-->
+ info: The original gamemodels are currently not changed to our gamemodels, but they will be done soon...

Posted: Fri Aug 19, 2005 11:25 pm
by bork[e]
im confused:

http://ragames.atw.hu/ <---that you?
http://www.quake3world.com/forum/viewtopic.php?t=700 <--- :olo:

so, you bought the game...and then you are going to release it as "freeware"?

I'm just confused here.