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Re: Screenshots
Posted: Sun Nov 04, 2012 9:01 pm
by KittenIgnition
I'd prefer a higher quality model. Performance really isn't an issue for a game that's over 10 years old.
Re: Screenshots
Posted: Sun Nov 04, 2012 11:09 pm
by obsidian
Maybe try a higher value for /com_hunkmegs. The old default is pretty low for modern systems. I think mine is set to 128 or something.
Re: Screenshots
Posted: Mon Nov 05, 2012 2:30 pm
by KittenIgnition
I use 512 hunkmegs because I'm a baws

Re: Screenshots
Posted: Fri Nov 16, 2012 2:11 am
by Bliccer
I don't know where to put this, so I will just add it here.
Yesterday the skyscraper in Sydney, Bligh Street 1 has been voted for the most beautiful one in the world.
You should definitely look for pictures. It looks so inspirational.
http://sydneyarchitecturearchive.wordpr ... gh-street/
Re: Screenshots
Posted: Sun Nov 18, 2012 11:45 am
by BISTROMan
Re: Screenshots
Posted: Sun Nov 18, 2012 12:17 pm
by fKd
looks good, getting a strong q1 vibe. if i was to nitpick id say it does not look like the light sources are really lighting the areas right. are you using a ambient light level thats washing out the shadow/light play?
Re: Screenshots
Posted: Sun Nov 18, 2012 12:21 pm
by BISTROMan
Yes, but only in the first pic.
Re: Screenshots
Posted: Tue Dec 18, 2012 9:28 am
by cityy
[lvlshot]https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/61439_10151321864649600_1453991835_n.jpg[/lvlshot]
My rework of Q2DM1 for QuakeLive (screenshot from the quakelive facebook page) which was added in yesterday's update alongside with Left Behind and Cold Cathode. Go to
http://www.quakelive.com and check them out.

Re: Screenshots
Posted: Tue Dec 18, 2012 10:06 am
by Eraser
Found this pic of the new q2dm8 map remake for Quake Live on their Facebook:

Re: Screenshots
Posted: Tue Dec 18, 2012 5:47 pm
by themuffinman
Good job cityy

That RA shouldn't be there though. Should be replaced with either a GA or a few shards in the corridor.
Anyone know who did the Warehouse remake? It's been changed pretty drastically from the original.
Re: Screenshots
Posted: Tue Dec 18, 2012 6:27 pm
by cityy
Item placement wasn't one of my responsibilities for this one - the RA comes from the Q4 version which was pretty popular in TDM. We also talked about scaling up the map using q3map2 so it gets closer to the original like Winter's Edge but it didn't happen in the end, unfortunately.
The Warehouse remake was made by SyncError; he also did some work on the Edge (alpha blending the terrain, technical fixes).
Re: Screenshots
Posted: Mon Dec 31, 2012 1:31 pm
by BISTROMan
You mean scaling up theedge ? I like the scaling the way it is. Anyway, awesome work and congrats^3. Everything is awesome in those new maps. The textures look fun to play with in radiant.
Re: Screenshots
Posted: Thu Jan 03, 2013 12:09 pm
by Crayfish
sst13 wrote:It becomes curvy...
sst, are these brushes, or patches? I would really like to know how you did this, Im coming from using COD radiant, where with all the extra patch manipulation options this would be pretty easy, but in Q3, i really dont know..
Re: Screenshots
Posted: Thu Jan 03, 2013 4:36 pm
by sst13
Crayfish wrote:sst, are these brushes, or patches? I would really like to know how you did this, Im coming from using COD radiant, where with all the extra patch manipulation options this would be pretty easy, but in Q3, i really dont know..
Curves
Re: Screenshots
Posted: Fri Jan 04, 2013 7:21 am
by obsidian
There are two reasons why this is awesome (not my screenshot):
[lvlshot]https://f.cloud.github.com/assets/643118/39518/5e5623b0-552f-11e2-9bbe-086a7e435239.png[/lvlshot]
Edit: I guess no one noticed that this is building "The Edge" with GtkRadiant as a Mac application.

Re: Screenshots
Posted: Fri Jan 04, 2013 8:33 am
by Eraser
Finally got around to playing Warehouse and The Edge in Quake Live.
Especially The Edge is a really cool experience. I love what cityy has done with the geometry. It's all done in a very smart way. Lots of creativity in there. It is with no doubt the best looking Q2

Q3 conversion ever done.
Re: Screenshots
Posted: Tue Jan 29, 2013 2:26 pm
by geX
New WIP. Its a mall in mars city

Re: Screenshots
Posted: Tue Jan 29, 2013 2:49 pm
by cityy
Looks like a good start!
The neon signs seem a bit arbitrary now in relation to their corresponding places. I think you should try making your environment unique by creating a nice logo for the bar for example and differentiating the bar more from the store next to it just regarding how it looks from the outside (maybe a hanging sign, cans/bottles laying around, tables and chairs on the outside, menu chalk board - I'm sure you will come up with more after further investigation).
Could also add some electricy cables and a fuse box to those neon signs.

Re: Screenshots
Posted: Tue Jan 29, 2013 3:37 pm
by obsidian
Love the environment. The roof structure and escalators look great. That aquarium thing looks cool, could use a dopefish or two.
I think the signs, or perhaps a secondary sign, should hang closer to the actual door of the shop in question. From a practical standpoint, if you happen to be standing next the shop, you're standing underneath the sign and have no way of reading what it says. Instead of a chalkboard menu, I think they would have some kind of digital version in the future so you can order your dopefish & chips or a billy goat burger.
Posted: Wed Feb 06, 2013 7:41 am
by lightmill
Been drawing some textures

Re: Screenshots
Posted: Wed Feb 06, 2013 8:40 am
by Eraser
Nice, but the bottom one (haven't tried the top one) doesn't tile properly. The fine scratches and everything appear to tile properly, but it could be that the seams aren't as visible due to the noisy look of the texture. There are some bigger dents in there, however, that are cut off at the seams, which makes it look a bit odd.
Re: Screenshots
Posted: Wed Feb 06, 2013 9:21 am
by MKJ
top one?
lol time for a new monitor sir
Re: Screenshots
Posted: Wed Feb 06, 2013 9:39 am
by cityy
Re: Screenshots
Posted: Wed Feb 06, 2013 10:06 am
by Eraser
MKJ wrote:top one?
lol time for a new monitor sir
heh, okay, left one then.
I usually run my browser windowed so that's why it had less horizontal screen space available.
Re: Screenshots
Posted: Wed Feb 06, 2013 4:38 pm
by obsidian
Oh oh, I see "Bevel & Emboss Syndrome". The problem with using the Bevel & Emboss filter is that it looks exactly like you used Bevel & Emboss, it is very distinctive and looks too obvious. Beginner Photoshop texture artists seem to always overuse that feature. IMO, it ruins an otherwise fantastic texture.
At the very least, I would tone down the intensity to at least 50%. Then hand paint some of those edges back in (or paint them from scratch without the filter). Try experimenting with the burn and dodge tools to add highlights and shadows. Also experiment with multiply and overlay layer blend modes.
I updated this thread here, take a look:
viewtopic.php?t=45802