Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Pat Howard
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Re: Screenshots

Post by Pat Howard »

thanks!

just curious, how do you all feel about me using Phantazm's Windsong Keep textures for this map (edit: with permission, of course)? is it too close to the original, or do you like seeing these textures used in another place?
Last edited by Pat Howard on Sun Jun 15, 2014 7:28 pm, edited 1 time in total.
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Theftbot
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Re: Screenshots

Post by Theftbot »

looks ok to me as long as Phant don't mind.
cityy
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Re: Screenshots

Post by cityy »

I think it looks pretty good but you are certainly making it hard for yourself by creating a comparison to windsong keep. :)
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dAde
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Re: Screenshots

Post by dAde »

Hi guys!
Sorry for "spam" and no screenshots, been outside of this for so many years. How is q3 mapping community nowadays? :)
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Bacon
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Re: Screenshots

Post by Bacon »

obsidian wrote:The scale of that gun looks a bit big (or maybe you like it big, Mr. Pornstar). I'd scale it down ~30%.
Had some time to work on some stuff and I took your suggestion. Looks a lot better now. I also properly placed the gun in the players hands after finally figuring out that machinegun_hand.md3 can actually be used to control where the gun is on the players screen, without having to move the model in machinegun.md3 to reposition it.

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sst13
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Re: Screenshots

Post by sst13 »

[url=https://sst13.de]Q3A Maps - by sst13[/url]
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Pat Howard
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Re: Screenshots

Post by Pat Howard »

very cool! looks awesome from the outside, but will you ever be able to see that?

edit: would be good to see more use of the red and blue trims, especially to break up the large blank walls on the outside.
Last edited by Pat Howard on Sun Jul 13, 2014 4:04 am, edited 1 time in total.
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Bacon
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Re: Screenshots

Post by Bacon »

Pretty cool to see how many triangles/verts you could actually have in this game, only using 4 of 16 total allowable groups here:

[lvlshot]http://img.bacon.ms/shot0210.jpg[/lvlshot]

And for fun:

[lvlshot]http://img.bacon.ms/shot0211.jpg[/lvlshot]
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Anthem
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Re: Screenshots

Post by Anthem »

sst13, I've always loved everything you make.
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Pat Howard
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Re: Screenshots

Post by Pat Howard »

early block out of the geometry for my new layout. the architecture is mayan inspired, but the texturing theme will be very different.

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0136.jpg[/lvlshot]
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Hipshot
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Re: Screenshots

Post by Hipshot »

Looks very solid pat!
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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CZghost
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Re: Screenshots

Post by CZghost »

Looking forward pat :)
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Bacon
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Re: Screenshots

Post by Bacon »

[lvlshot]http://img.bacon.ms/shot0231.jpg[/lvlshot]
[lvlshot]http://img.bacon.ms/kakside.jpg[/lvlshot]
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Lieutenant Dan
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Re: Screenshots

Post by Lieutenant Dan »

Bacon, those models almost look photoshopped into Q3, haha. Great work.
Pat Howard
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Re: Screenshots

Post by Pat Howard »

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/LVL/ironwood1.jpg[/lvlshot]

just playing around with ironwood screenshots in photoshop to make some nice desktop wallpapers and thought i would share :)
D-Meat
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Re: Screenshots

Post by D-Meat »

Bacon wrote: [lvlshot]http://img.bacon.ms/kakside.jpg[/lvlshot]
How did you get these models in the game ? Today I ran on an error of the md3 model format limited by default to 1000 verts (I upgraded it to 4000 for my project). Are using IQM, MD4, MD5 ?
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Bacon
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Re: Screenshots

Post by Bacon »

You can bypass the limit on MD3 models by seperating the mesh into groups. Each group can have up to 1000 verts. For instance, on that model upper.md3 consists of:

u_upper
u_body
u_leftarm
u_lefthand .. and so on.
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Pat Howard
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Re: Screenshots

Post by Pat Howard »

[lvlshot]https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/a1/shot0139.jpg[/lvlshot]

this is directly below the area i showed before. (still sticking with a single texture for now.)
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Hipshot
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Re: Screenshots

Post by Hipshot »

Are you gonna dev something for the mapcore contest?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Pat Howard
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Re: Screenshots

Post by Pat Howard »

yep. it's going to be a balancing act between working on this project and whatever i make for the contest. but i have some ideas about what i want to make which might be doable. they say the easiest time to find a job is when you already have a job. maybe the easiest time to make a new map is when you already have one in progress? :)

how about you?
Infernis
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Re: Screenshots

Post by Infernis »

I must say Pat, I like what I see. For some reason, even as early as it is, it just breaths Quake 3 to me (in a good way).

Hipshot can't enter due to being a sponsor :(
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cityy
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Re: Screenshots

Post by cityy »

Pat Howard wrote:how about you?
Hipshot is in it 2 win it because he doesn't actually have the 200 bucks he donated! :clownboat:
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camel
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Re: Screenshots

Post by camel »

spookmineer
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Re: Screenshots

Post by spookmineer »

Just a question, are you familiar with IP rights and infringement thereof?
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CZghost
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Re: Screenshots

Post by CZghost »

Camel, it looks fine. Looking forward first official release :)
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