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				Re: Screenshots
				Posted: Thu Jun 13, 2013 9:29 pm
				by camel
				Hello
Can I control how my map looking in fullscreen and non fullscreen mode ?
Here how it looks like now, first in fullscreen:
then how I expect to see always in non-fullscreen mode:
I just want that the map look exactly the same as in no fullscreen, is this depend on user or map settings ?
 
			 
			
					
				Re: Screenshots
				Posted: Thu Jun 13, 2013 9:37 pm
				by Noruen
				It is because of r_overbrightbits 1. It doesnt work in windowed mode. Overbrightening is like HDR, but only possible in fullscreen mode.
			 
			
					
				Re: Screenshots
				Posted: Thu Jun 13, 2013 9:44 pm
				by camel
				Noruen wrote:It is because of r_overbrightbits 1. It doesnt work in windowed mode. Overbrightening is like HDR, but only possible in fullscreen mode.
Yes thank you, that is what I've meant, but overall number of maps looking better with 
r_overbrightbits 1, atleast all q3 standard maps, well I think I will have to force peoples to play on my map with 
r_overbrightbits set to 0 then 

 
			 
			
					
				Re: Screenshots
				Posted: Fri Jun 14, 2013 11:00 am
				by Bliccer
				Since I dived into Radiant for two days I thought I could post my outcome here...
It's supposed to be another redesign of a defrag map for my upcoming df-vid (like rhv, some pages before).
Initial idea with the tentacles and its style came from spray (very good lvldesigner, known in df universe). When he didn't respond to my messages anymore, I took over his map and added the details I wanted him to add. Now it's kind of a mix of the tentacles idea and the still-frame map "estatica". A cutie white/green octopussy coming out of the map.
before_1
after_1
before_2
after_2
before_3
after_3 
			 
			
					
				Re: Screenshots
				Posted: Fri Jun 14, 2013 11:36 am
				by Eraser
				Very nice stuff, Bliccer. Lovely looking croissant in the final screenshot 

 
			 
			
					
				Re: Screenshots
				Posted: Thu Jul 04, 2013 9:57 pm
				by sst13
				
			 
			
					
				Re: Screenshots
				Posted: Fri Jul 05, 2013 8:14 am
				by Eraser
				Very nice! Does this mean you can't fall off the map anymore?
			 
			
					
				Re: Screenshots
				Posted: Fri Jul 05, 2013 9:25 pm
				by sst13
				Eraser wrote:Very nice! Does this mean you can't fall off the map anymore?
Yes, no space map anymore. There are only 2 small pits of death. (see 4th shot)
 
			 
			
					
				Re: Screenshots
				Posted: Sat Jul 06, 2013 1:43 am
				by Bliccer
				ffs give us the head map already! (screens look nice, but I don't like the q1 setting in general :/)
			 
			
					
				Re: Screenshots
				Posted: Sat Jul 06, 2013 9:18 am
				by AEon
				Very nice texture set, and reinterpretation of that map.
For those into a bit more nostalgia you might like to take a look at my (pretty old) nostalgia page comparing pre-release Q3A images with final ones. The above beta shot is also there:
 
			 
			
					
				Re: Screenshots
				Posted: Thu Jul 25, 2013 1:02 pm
				by KittenIgnition
				[lvlshot]https://dl.dropboxusercontent.com/u/34855518/minecraftcastle.png[/lvlshot]
New Minecraft castle 
My (read: cpu's) converter still needs to be updated for 1.6, and the current version is very buggy already. I need to fix a lot of textures and fine-tune it, but the basic structure is still there.
The map is also not finished yet. I need to make it a lot bigger... at least twice as big. Maybe I'll find a better inspiration than this crappy Skipness Castle.
I also intend to do lighting in Max, not q3map2, because why not?
And this current texture pack is not fitting at all. I will find a more grungy pack, because everyone loves grunge!
 
			 
			
					
				Re: Screenshots
				Posted: Fri Jul 26, 2013 7:58 am
				by Eraser
				lol, does that convert minecraft maps to Q3A? Does it do minecraft terrain as well?
			 
			
					
				Re: Screenshots
				Posted: Fri Jul 26, 2013 10:28 am
				by Crayfish
				Love the look of this, the Q1 textures are great and the chunky geometry is spot on.
			 
			
					
				Re: Screenshots
				Posted: Fri Jul 26, 2013 12:39 pm
				by KittenIgnition
				Eraser wrote:lol, does that convert minecraft maps to Q3A? Does it do minecraft terrain as well?
You can select chunks to export and it exports every block as a brush. At the moment it doesn't merge brushes, so there are tens of thousands of brushes in a relatively small area most of the time, which is why terrain is impractical at the moment.
 
			 
			
					
				Re: Screenshots
				Posted: Sat Jul 27, 2013 12:25 am
				by camel
				
			 
			
					
				Re: Screenshots
				Posted: Mon Jul 29, 2013 1:19 pm
				by Hipshot
				camel wrote:
 
Nice rain!
I've made a similar effect a couple years ago on a level (to be released, uh), where the rain makes impact with the ground as it hits, obviously fake, but combined with a moving stormy sky and some sounds effects, it actually looks quiet nice!
Edit: I used the fur-shader system to spread the impacts over surfaces.
 
			 
			
					
				Re: Screenshots
				Posted: Mon Jul 29, 2013 8:36 pm
				by camel
				Hipshot wrote:camel wrote:
 
Nice rain!
I've made a similar effect a couple years ago on a level (to be released, uh), where the rain makes impact with the ground as it hits, obviously fake, but combined with a moving stormy sky and some sounds effects, it actually looks quiet nice!
Edit: I used the fur-shader system to spread the impacts over surfaces.
 
Do you still have it ?
if yes, could you show it how it looks, i'm curious 

 
			 
			
					
				Re: Screenshots
				Posted: Tue Jul 30, 2013 4:57 pm
				by cityy
				
			 
			
					
				Re: Screenshots
				Posted: Wed Jul 31, 2013 8:19 am
				by KittenIgnition
				That map is weird... I get higher fps on it than I do on other, seemingly less demanding maps :S
			 
			
					
				Re: Screenshots
				Posted: Wed Jul 31, 2013 10:05 am
				by Hipshot
				Completely wrong level - however that one did have rain and uses that fur shader to spread it accross a surface.
			 
			
					
				Re: Screenshots
				Posted: Wed Jul 31, 2013 1:54 pm
				by cityy
				Yes, I know better now. 
 
Time to post a little bit of an update, not quake though. I am working on this for school at the moment, using Rhinoceros 3D and Maxwell.
Massive image:
https://dl.dropboxusercontent.com/u/150 ... ektive.png 
			 
			
					
				Re: Screenshots
				Posted: Wed Jul 31, 2013 2:11 pm
				by obsidian
				Nice! Good to see that you got the lighting sorted out and finished adding all the details.
Where's the power cable for that lamp going, though? Not sure if I like the satellite dish and AC unit out the window. This neighbourhood looks pretty upscale but the building on the left looks like concrete jungle.
			 
			
					
				Re: Screenshots
				Posted: Wed Jul 31, 2013 2:16 pm
				by AEon
				Ha... the table lamp I suggested made it into the image, and so did the ceiling light 

 
			 
			
					
				Re: Screenshots
				Posted: Wed Jul 31, 2013 2:27 pm
				by cityy
				Yes, thanks guys for your feedback!
Good point about the building obsidian, I kind of like how it breaks things up but you are certainly right.. maybe I will find a better option.
			 
			
					
				Re: Screenshots
				Posted: Wed Jul 31, 2013 2:37 pm
				by obsidian
				AEon wrote:Ha... the table lamp I suggested made it into the image, and so did the ceiling light 

 
I made the exact same suggestions...   
What's going on here, cityy?