Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
o'dium
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Re: Screenshots

Post by o'dium »

Gotta say fatty I do love me some RB6. Looking forward to the latest entry, that leaked concept video was mighty impressive in terms of what was going on.I put far too many hours into RB6:Vegas 1&2 online/coop...
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MKJ
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Re: Screenshots

Post by MKJ »

GONNAFISTYA wrote:Well...since the game has been officially announced, I can say that I'm working on this but I can't publically say what level I'm working on:

Image
congrats on that my friend.
I used to laud RB6 since it was basically a more advanced version of Operation Jupiter.. oldskool swat game right there :)

also, it launched GRAW which I played to death.
o'dium
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Re: Screenshots

Post by o'dium »

A low detail map model that can be placed in the map, can be split into various bones/pieces etc.




ModEdit: Fixed Flash
obsidian
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Re: Screenshots

Post by obsidian »

Whenever I see skeletons in a game, I think it's Bones and he's about to shoot rockets.
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o'dium
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Re: Screenshots

Post by o'dium »

You know what I think the same :p And the bones model/texture was a starting point for shape and things. I was onna go with an alpha tested chest ala Oblivion/Quake 3 etc but it just looked way too cheap.
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CZghost
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Re: Screenshots

Post by CZghost »

This is high detail model. The name of video is wrong. It's good for Rage (or Quake 4 / Doom 3) in right formats for these games.
But for Quake 3 and games with that engine is good low-polygon model (see X-RAY skeletons in cages in map q3dm11 - Deva Station)
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o'dium
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Re: Screenshots

Post by o'dium »

Why would it be for Q3? Its about 8k polygons, which is what, 16x the polycount of a Q3 player model? :p Never mind a map model :p Plus Q3 doesn't use normal/spec ;)

Also, noticed the feet were on the wrong legs hahaha :p Plus the pelvis was too skimpy! Fixed!

EDIT: The fixed version:

[lvlshot]http://www.team-blur-games.com/odium/odm_skel_fixed1.jpg[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/odm_skel_fixed2.jpg[/lvlshot]

[lvlshot]http://www.team-blur-games.com/odium/odm_skel_fixed3.jpg[/lvlshot]
ShadoW_86
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Re: Screenshots

Post by ShadoW_86 »

Hey guys.

Small pic from Hexen: Edge of Chaos
Image
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Kat
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Re: Screenshots

Post by Kat »

Still plugging away on an old RtCW SP 'mod' called "Generator". Still a lot to do. Cannibalized a lot of old brushwork.

Image
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Theftbot
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Re: Screenshots

Post by Theftbot »

Git-R-Done Kat
obsidian
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Re: Screenshots

Post by obsidian »

Kat wrote:old
Indeed! I remember that one from ages ago.
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Eraser
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Re: Screenshots

Post by Eraser »

o'dium wrote:[lvlshot]http://www.team-blur-games.com/odium/odm_skel_fixed2.jpg[/lvlshot]
Sexy pose!
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Eraser
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Re: Screenshots

Post by Eraser »

ShadoW_86 wrote:Hey guys.

Small pic from Hexen: Edge of Chaos
Hey, got some more info on that project?
Kat
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Re: Screenshots

Post by Kat »

obsidian wrote:
Kat wrote:old
Indeed! I remember that one from ages ago.
Yup.. and by the time I'm done it'll be playable on a tablet PC! :D
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Don Carlos
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Re: Screenshots

Post by Don Carlos »

Eraser wrote:
ShadoW_86 wrote:Hey guys.

Small pic from Hexen: Edge of Chaos
Hey, got some more info on that project?
:up:
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Eraser
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Re: Screenshots

Post by Eraser »

Yeah I know, Google is your friend:
http://hexenmod.com/ ;)
^Ghost
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Re: Screenshots

Post by ^Ghost »

[lvlshot]http://ws.q3df.org/images/levelshots/51 ... t-city.jpg[/lvlshot]

finalized map, other than the fps issue the only problem with the map is some of the models aren't scaled properly

you can dl it here... http://ws.q3df.org/map/ghost-city/
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lightmill
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Re: Screenshots

Post by lightmill »

^Ghost wrote:[lvlshot]http://ws.q3df.org/images/levelshots/51 ... t-city.jpg[/lvlshot]

finalized map, other than the fps issue the only problem with the map is some of the models aren't scaled properly

you can dl it here... http://ws.q3df.org/map/ghost-city/
Damn, that looks very good, where are the textures and models from?

There are some minor bugs like a mirrored newspaper at the start and a small gap under a porch, also clip over the boxes at the start is unnatural - you can easily jump there.
Otherwise great work with attention to details. 'Secret room' was cool too. This should be singleplayer map )
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o'dium
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Re: Screenshots

Post by o'dium »

A short video showing real time light shafts inside OverDose.

^Ghost
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Re: Screenshots

Post by ^Ghost »

lightmill wrote: Damn, that looks very good, where are the textures and models from?
the base textures are a collaboration of photrealistic, evillair, cityy and phantazm... decal textures are found via torrents and a cool font i downloaded called Instant Graffitication

models can be found here: http://www.blackrayne.net/
lightmill wrote:There are some minor bugs like a mirrored newspaper at the start and a small gap under a porch, also clip over the boxes at the start is unnatural - you can easily jump there.
the clip is a must, considering its a defrag map, without the clip the map would be finished in ~5 secs as opposed to 20 secs.
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deqer
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Re: Screenshots

Post by deqer »

o'dium wrote:A short video showing real time light shafts inside OverDose.
Cool.

BTW, are there bots in this? If so, are there ways of making a SP map for this? When I saw the rotating fan with volume light, I immediately thought of making an SP map. I think I flashed back to the first level in Unreal.
lightmill
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wip

Post by lightmill »

Image


wIP really
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cityy
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Re: Screenshots

Post by cityy »

Just had a few hours off from school and went through the beginning of the modo tutorial.

http://dl.dropbox.com/u/15072710/modeling/modo_cup.jpg
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Eraser
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Re: wip

Post by Eraser »

lightmill wrote:Image


wIP really
Quake 1?
Amazing how well this game can look with some decent textures.
cityy
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Re: Screenshots

Post by cityy »

Final render:

[lvlshot]http://dl.dropbox.com/u/15072710/modeling/modo_cup_render2.JPG[/lvlshot]

I didn't really get the depth of field effect to look right but it was quite fun. Moving on to something cooler.
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