Page 252 of 295

Re: Screenshots

Posted: Tue Oct 09, 2012 6:13 am
by EmeraldTiger
I like their minimalist Quake 2 style with the good ol' concrete and steel look. Always a classic. :up:

Re: Screenshots

Posted: Thu Oct 18, 2012 9:51 am
by xyrath
Decided to finish my hi-res railgun.
Bits of it are really dark/black to hide a lack of detail, because I couldn't be bothered doing it :p.

http://dl.dropbox.com/u/97693415/zzz-xyrail.pk3

[lvlshot]http://dl.dropbox.com/u/97693415/xyrail.jpg[/lvlshot]

[lvlshot]http://dl.dropbox.com/u/97693415/xyrail2.jpg[/lvlshot]

Re: Screenshots

Posted: Thu Oct 18, 2012 10:30 am
by cityy
Looks pretty cool. I think the glass/plasma thingie would look better if it had some kind of small border (..also wondering if it wouldnt look better if it was straight). Those cogs on top of the model look a bit out of place too - I think you'd be better off thinking about elements that serve a purpose; for example a reloading/ammo slot of slugs that looks like it could be opened with some kind of lever.
Overall it looks really nice though.

Re: Screenshots

Posted: Sat Oct 20, 2012 8:02 pm
by Kaz
I agree about the fluting on the plasma thing. Something more uniform like straight with rounded corners would make more sense/look better. Or maybe multiple windows into the blue plasma, each straight with rounded corners, but the outer ones having a shorter length (if that makes sense).

Re: Screenshots

Posted: Sat Oct 27, 2012 8:28 pm
by seremtan
Delirium wrote:*pix*

Been getting it on with Farcry 2 this week, this was the outcome!
nice. i enjoyed farcry 2. i know a lot of people didn't

to be fair, it got a little predictable once you learned not to go on the river, and unlocked all the bus stops

Re: Screenshots

Posted: Mon Oct 29, 2012 11:08 am
by Infernis
Continued work on my Quake 3 map. Incorporated all the feedback I've gotten on my previous two editor shots. Lost quite some time on learning how to make my own skybox, using shaders for lighting effects and getting a teleporter texture working. Anyway, here are 3 ingame shots. Lighting needs a bit of work but overall I'm pleased with the progress.

Image

Image

Image

Re: Screenshots

Posted: Mon Oct 29, 2012 11:42 am
by j3st3r
Digging the texture set. Your own or someone else? Shots look great.

Re: Screenshots

Posted: Mon Oct 29, 2012 1:17 pm
by dONKEY
Look very cool inf.
The last screen has a nasty jaggy shadow. Maybe alter the sun angle or add a blur to the lightmap?

Re: Screenshots

Posted: Mon Oct 29, 2012 4:11 pm
by geX
More Doom 3: Phobos fun.

Image

Re: Screenshots

Posted: Mon Oct 29, 2012 5:19 pm
by Infernis
Thanks guys!

@j3st3r: These are remakes from Quake's Base set by Starbuck (his website is down)
@dONKEY: I know, I plan on doing the entire map and then decide what to do about it.
@geX: Are you guys still not done? Damn! :P

Re: Screenshots

Posted: Mon Oct 29, 2012 5:23 pm
by geX
Heh. We are pretty much only 2 level designers on the levels, it takes so much time. We have 1 guy doing monster placement though.

Re: Screenshots

Posted: Mon Oct 29, 2012 6:56 pm
by Infernis
Of course, but back when I left you already had a lot of stuff going on. I figured it would be done by now. Don't mean to call you lazy or something. Apparently there haven't been any new mappers.

Re: Screenshots

Posted: Mon Oct 29, 2012 10:22 pm
by geX
Yeah, we never really got any new mappers on board. And don't worry I didn't take it in a bad way :)

Re: Screenshots

Posted: Tue Oct 30, 2012 12:02 am
by EmeraldTiger
Love the new screenshot! It's got some great use of colors (as usual) and you almost wonder what lurks at the end of that corridor in the screen...

Re: Screenshots

Posted: Thu Nov 01, 2012 11:22 pm
by [acid]
I got a free week so I started finding a proper toolset for building trees for Q3. This is my first result. I still can't figure out to import the md3 model with textures, as the md3 export plugin for blender doesn't work properly.

I've been rage-searching all day long....

Image

Re: Screenshots

Posted: Fri Nov 02, 2012 12:27 am
by dONKEY
Why does it have to be md3? Ase works just fine. Any animation can be achieved via shader files. I assume you know, but just in case visit http://www.katsbits.com for info of exporting ase files, and google will reveal how to set up the texture paths in the ase file so Q3 and GTKr can find the textures.
BTW what are you using to create the tree, or is it hand made?

Re: Screenshots

Posted: Fri Nov 02, 2012 3:11 am
by obsidian
Looks good. Nice textures, far better than most tree models I see being made for Q3. What's the polycount?

ASE is far easier to work with as map models. You only need .md3 files for player models, weapon models and in a few other rare occasions. It's probably easier to convert an .ase model into a .md3 using Q3Data.exe than trying to fix an exporter.

http://robotrenegade.com/articles/conve ... 3data.html

Re: Screenshots

Posted: Fri Nov 02, 2012 10:26 am
by [acid]
Ah great info! I'm using ngPlant for tree making.

*Edit: I successfully exported an ASE Cube with a bark texture. Now I have to work hard on a good UV map for the trees.

Another problem is that when I'm importing the .obj from ngTree the whole mesh is imported into one object. But you can still distinct leaves and trunk by their different material. Is is possible to split the object into groups regarding to the material? I'm unsure if you can assign multiple textures if you don't.

Here's some more.

Image

Image

The ASE Exporter won't assign the correct material ID. Do you need to split the mesh or is there another way?

*MESH_FACE_LIST {
*MESH_FACE 0: A: 13820 B: 13821 C: 13822 AB: 0 BC: 0 CA: 0 *MESH_SMOOTHING 1 *MESH_MTLID 0


Right now my tree is all leaves :down:

Image

Re: Screenshots

Posted: Fri Nov 02, 2012 3:38 pm
by obsidian
I don't think Q3 understands submaterials (material ID). You have to split the model up into separate elements, one for each material. It should read as something like this, (note the MAP_NAME value is what Q3Map2 needs to use to find any attributed shaders):

Code: Select all

	*MATERIAL 0 {
		*MATERIAL_NAME "StandardFX_renderstyle"
		*MATERIAL_CLASS "Standard"
		*MATERIAL_AMBIENT 0.5880	0.5880	0.5880
		*MATERIAL_DIFFUSE 0.5880	0.5880	0.5880
		*MATERIAL_SPECULAR 0.9000	0.9000	0.9000
		*MATERIAL_SHINE 0.1000
		*MATERIAL_SHINESTRENGTH 0.0000
		*MATERIAL_TRANSPARENCY 0.0000
		*MATERIAL_WIRESIZE 1.0000
		*MATERIAL_SHADING Blinn
		*MATERIAL_XP_FALLOFF 0.0000
		*MATERIAL_SELFILLUM 0.0000
		*MATERIAL_FALLOFF In
		*MATERIAL_XP_TYPE Filter
		*MAP_DIFFUSE {
			*MAP_NAME "models/mymodel/texture.tga"
			*MAP_CLASS "Bitmap"
			*MAP_SUBNO 1
			*MAP_AMOUNT 1.0000
			*BITMAP "D:\GameDev\Quake3\baseq3\models\mymodel\texture.tga"
			*MAP_TYPE Screen
			*UVW_U_OFFSET 0.0000
			*UVW_V_OFFSET 0.0000
			*UVW_U_TILING 1.0000
			*UVW_V_TILING 1.0000
			*UVW_ANGLE 0.0000
			*UVW_BLUR 1.0000
			*UVW_BLUR_OFFSET 0.0000
			*UVW_NOUSE_AMT 1.0000
			*UVW_NOISE_SIZE 1.0000
			*UVW_NOISE_LEVEL 1
			*UVW_NOISE_PHASE 0.0000
			*BITMAP_FILTER Pyramidal
		}

Re: Screenshots

Posted: Fri Nov 02, 2012 8:07 pm
by [acid]
Enter Edit Mode, hit P, "Seperate by material". Aaaah :D

The textures even show up in the Radiant. Now there's only one nitpick left: alignment of the leaves. Thanks everyone for your help!

[lvlshot]http://www.brushhour.org/phil/georg.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Nov 03, 2012 2:46 pm
by neoplan
Invisible ninja!

Re: Screenshots

Posted: Sun Nov 04, 2012 8:17 am
by dONKEY
The way q3 handles submaterials is a bit of a pain.
Exporting ase meshes from Blender is a little tiresome. You are correct that with a multi-material mesh you need to separate by material, but also ensure each object has only one material. You need to delete other materials before export.
The unreal engine copes so much better in this respect. Blender meshes with multiple materials can just be exported as is.

Re: Screenshots

Posted: Sun Nov 04, 2012 11:09 am
by [acid]
Yeah it was mentioned in the tutorial on KatsBits. Very helpful site. The alignment is now correct, as I skipped the unwrapping process. I just selected UV Mapping, flat for the textures.

[lvlshot]http://www.brushhour.org/phil/aulamitbaum.jpg[/lvlshot]

Regarding polycount: the leaves are the major part. Trunk: 10k, leaves 20k. I could still reduce the polycount of the trunk by 70%. The model shown above has two leaves groups, which is not necessary. You could reduce polycount even more by making a new texture with twigs and a couple of leaves on them. So there is still room for improvement on the performance.

There seems to be a face limit in the Q3 Engine? When I added five of those models to the map, I had some funky errors :olo:

Image

Re: Screenshots

Posted: Sun Nov 04, 2012 2:40 pm
by obsidian
Are you sure you didn't change something in a shader (most likely a syntax error like an open brace)?

Re: Screenshots

Posted: Sun Nov 04, 2012 8:00 pm
by [acid]
No, those were stock textures all over the map by random. Some faces had the a rock texture, some didn't have it (same texture).