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Re: Screenshots
Posted: Fri Feb 22, 2013 3:49 am
by GONNAFISTYA
o'dium wrote:Colour... In OverDose...? Whatever next...?
[lvlshot]http://media.moddb.com/images/games/1/12/11396/od1.jpg[/lvlshot]
[lvlshot]http://media.moddb.com/images/games/1/12/11396/od2.jpg[/lvlshot]
[lvlshot]http://media.moddb.com/images/games/1/12/11396/od3.jpg[/lvlshot]
Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...
Nice.

Re: Screenshots
Posted: Fri Feb 22, 2013 5:13 am
by dONKEY
@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3

Re: Screenshots
Posted: Fri Feb 22, 2013 7:27 am
by KittenIgnition
dONKEY wrote:@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3

We should team up and make some really over-the-top levels

Re: Screenshots
Posted: Fri Feb 22, 2013 2:44 pm
by Bliccer
dONKEY wrote:@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3

Is there a summarized thread/post of all this?

Re: Screenshots
Posted: Fri Feb 22, 2013 9:52 pm
by AEon
dONKEY wrote:Not mapped for awhile, did some doodling this morning:

Nice shadow detail there... interesting design, looks almost Steampunk-ish.
Re: Screenshots
Posted: Sat Feb 23, 2013 3:54 am
by obsidian
I think it looks more like the inside of a zeppelin. Needs a mooring tower.
Re: Screenshots
Posted: Sat Feb 23, 2013 4:41 am
by dONKEY
I had no idea at all where I was going to be honest. I was thinking along the lines of an arboretum I think when I was messing about with the roof.
@^ghost, it just occurred to me, that's my textures from my (other) steampunk level, quake3 steam arena

Re: Screenshots
Posted: Thu Feb 28, 2013 2:48 am
by mrd
Some nice shots on this page. Props folks

Re: Screenshots
Posted: Thu Feb 28, 2013 8:44 pm
by Cleric
Why don't i embarrass myself a little with a couple of screenshots of my WiP.
Re: Screenshots
Posted: Thu Feb 28, 2013 8:51 pm
by obsidian
Glass/mirrors tends to break radially and spiderweb or crack laterally.
I like the lighting and specular. What game is this for?
Re: Screenshots
Posted: Thu Feb 28, 2013 8:52 pm
by Cleric
obsidian wrote:Glass/mirrors tends to break radially and spiderweb or crack laterally.
Yeah it looks kinda bullshitty, gotta fix it. Thanks

It's for urban terror, this is actually the updated fstech1 engine, so it supports VBO and normal mapping.
Re: Screenshots
Posted: Sun Mar 03, 2013 7:01 pm
by Cleric
I've taken your advice and kinda fixed the mirror glass, replaced the geometry with a texture of broken glass.
Looks a bit better than before. Bench is in there just to test it and see how it looks like ingame.
Re: Screenshots
Posted: Mon Mar 11, 2013 7:11 pm
by Bliccer
Metal on:
Re: Screenshots
Posted: Tue Mar 12, 2013 8:14 am
by Eraser
lol that's awesome. Didn't even notice the gesture until I saw the second screenshot.
What's all the red text on there by the way?
Re: Screenshots
Posted: Tue Mar 12, 2013 1:43 pm
by Bliccer
Eraser wrote:What's all the red text on there by the way?
It's my phong editor texture for the rock material. Normally I put a text onto shader effected stuff, also e.g. adding an arrow for moving stuff such as the beams from the sfx folder.
Re: Screenshots
Posted: Thu Mar 28, 2013 10:02 pm
by sst13
Re: Screenshots
Posted: Fri Mar 29, 2013 7:33 am
by Theftbot
Don't show LawL them goatsee like teleporters!
Re: Screenshots
Posted: Fri Mar 29, 2013 8:34 am
by AEon
sst13 wrote:[lvlshot]http://sst13.net/pics/13head14.jpg[/lvlshot]
I like both shots and this one.
About shot: Be sure to add some form of "bridging" to the TP, the two gaps in the floor between stairs and TP will not let bots navigate the "jumping".
The roundish edgy design is really nice, and the white, red, and orange contrast well against the pretty drab crete look. Hope you will be able to add more *rust* or some other strong texture (e.g. dark wood) to make the maps less depressingly drab. A more "happy" blue sunny skybox would also help. Designs are cool anyway. Hoping to get something to beta test soon

... oh, please make this a Q3 DM map, CTF no likey and Quake Like no likey either

Re: Screenshots
Posted: Fri Mar 29, 2013 1:44 pm
by seremtan
Theftbot wrote:Don't show LawL them goatsee like teleporters!
as if LawL actually browses LEM
Re: Screenshots
Posted: Fri Mar 29, 2013 3:49 pm
by cityy
Very nice work sst13!
Re: Screenshots
Posted: Sat Mar 30, 2013 12:49 pm
by Bliccer
Will it be possible to see the head from the outside somewhere?
Re: Screenshots
Posted: Sat Mar 30, 2013 5:10 pm
by sst13
Bliccer wrote:Will it be possible to see the head from the outside somewhere?
Only in spectator mode...
Edit: Who said goatse teleporter?
[lvlshot]http://sst13.net/pics/13head16.jpg[/lvlshot]
It sucks you into a nice and warm place...
Re: Screenshots
Posted: Fri Apr 05, 2013 2:47 am
by camel
sst13 wrote:[lvlshot]http://sst13.net/pics/13head16.jpg[/lvlshot]
It sucks you into a nice and warm place...
It reminds me an portal from the 'Sliders' tv series :P
Re: Screenshots
Posted: Sat Apr 06, 2013 4:46 pm
by seremtan
isn't there a shader parm that can make a surface writhe about? stick it on that thing for maximum yuck factor
Re: Screenshots
Posted: Sun Apr 07, 2013 1:53 am
by obsidian
"deformVertexes" and "surfaceparm anus".