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				Re: Screenshots
				Posted: Sat Dec 06, 2014 10:17 am
				by CZghost
				@phantazm11: Another sad geometry? 
 

 
			
					
				Re: Screenshots
				Posted: Sat Dec 06, 2014 6:20 pm
				by Pat Howard
				i think the stress of an impending deadline put phant in a very dark place emotionally while he was making this map 

 
			
					
				Re: Screenshots
				Posted: Thu Dec 11, 2014 10:47 am
				by Fjoggs
				Been awhile since I posted a screenshot, so here's a reflex shot. 

 Still not much assets to work with, so you have to make due with what little you have.
[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1-4.jpg[/lvlshot]
 
			
					
				Re: Screenshots
				Posted: Thu Dec 11, 2014 11:26 am
				by AEon
				Fjoggs,
I really love the brushwork... makes me wonder why this was not done in Radiant ages ago... maybe the "difficulty" to getting it done in Reflex is the motivator?
With the map converter working and the full power of GTKradiant now at the tips of our finger... muhaha... to create maps for Reflex that is... the geometric detail should pretty soon ramp up. Much like I did for AEdm7r, you may also be getting tears in your eyes, reflecting on the amount of work it was to create such brush detail only using Reflex.
			 
			
					
				Re: Screenshots
				Posted: Thu Dec 11, 2014 12:20 pm
				by Eraser
				Wait, are you saying you can create Reflex maps with GtkRadiant?
edit:
oh nevermind, just saw 
your q3  reflex map converter post
 reflex map converter post 
			
					
				Re: Screenshots
				Posted: Thu Dec 11, 2014 7:22 pm
				by Castle
				Man that's awesome to have the patience to do brush work like that in Reflex.
What Reflex really needs right now, outside of a rotation widget, would be hierarchical instancing and the ability to bring in static meshes. While I can definitely see it being nice to use GTKR I really just cant bring myself to do that.
			 
			
					
				Re: Screenshots
				Posted: Thu Dec 11, 2014 7:34 pm
				by AEon
				Castle,
you need to build a larger map, and then find out 30% needs to be moved... "feel the pain"  
 
 
I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs.   

 
			
					
				Re: Screenshots
				Posted: Thu Dec 11, 2014 10:37 pm
				by Fjoggs
				Optimize everything!
Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. 

 
			
					
				Re: Screenshots
				Posted: Fri Dec 12, 2014 12:02 am
				by Castle
				AEon wrote:Castle,
you need to build a larger map, and then find out 30% needs to be moved... "feel the pain"  
 
 
I really liked your optimized stairs... "right in the face of all the wannabe mappers". I have a good excuse that I never used your method... I don't add stairs.   

 
Oh yeah I can definitely see it being a major pain to have to move big chunks of a level around. Though allowing me to select multiple brushes at once in addition to having hierarchical instancing I think would do a heck of a lot in the way of addressing this problem. 
Fjoggs wrote:Optimize everything!
Castle: Yeah it's lacking severely in several fields, but there's more pressing matters to attend to right now. Hopefully they'll get time for a map editor patch sometime soon. 

 
I am very interested in the development of this toolset as it really has a ton of potential.
 
			
					
				Re: Screenshots
				Posted: Sat Dec 13, 2014 1:01 am
				by nitin77
				phantazm's map along with q3gwdm2 should be the contender for the main prizes in the mapcore contest IMHO.  Amazing maps looks + gameplay wise.
			 
			
					
				Re: Screenshots
				Posted: Sat Dec 13, 2014 4:10 am
				by obsidian
				nitin77 wrote:phantazm's map along with q3gwdm2 should be the contender for the main prizes in the mapcore contest IMHO.  Amazing maps looks + gameplay wise.
Dude, I'm trying my hardest to remain impartial and unbiased here. Not cool.
 
			
					
				Re: Screenshots
				Posted: Sun Dec 14, 2014 2:33 am
				by nitin77
				sorry I have no idea who the judges are or how the maps are being judged.  I was simple stating my thoughts after having played some of the maps.
			 
			
					
				Re: Screenshots
				Posted: Sun Dec 14, 2014 4:02 am
				by obsidian
				I was joking, of course.  

 
			
					
				Re: Screenshots
				Posted: Sun Dec 14, 2014 1:36 pm
				by AEon
				Secretly obsidian is taking part, having worked on and hoarded an über-map, 10 years in the making. 

 
			
					
				Re: Screenshots
				Posted: Sun Dec 14, 2014 7:34 pm
				by cityy
				
			 
			
					
				Re: Screenshots
				Posted: Sun Dec 14, 2014 10:37 pm
				by Fjoggs
				More shots. I'll ease down on them now though, seeing how this is still a Quake 3 forum. 
 
[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1_5.jpg[/lvlshot]
[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1_6.jpg[/lvlshot]
[lvlshot]http://fjoggs.com/img/reflex/tourney1/tourney1_7.jpg[/lvlshot]
 
			
					
				Re: Screenshots
				Posted: Sun Dec 14, 2014 11:04 pm
				by AEon
				Fjoggs, is secretly using GTKradiant in some way... I am sure of it...  

 Doing all this in Reflex's editor mode is just too... painful... well it certainly is a skill.
 
			
					
				Re: Screenshots
				Posted: Sun Dec 14, 2014 11:23 pm
				by Castle
				Fjoggs wrote:More shots. I'll ease down on them now though, seeing how this is still a Quake 3 forum. 

 
You mean Reflex isn't the sequel to Quake 3 CPMA?  

 
			
					
				Re: Screenshots
				Posted: Mon Dec 15, 2014 11:23 am
				by cityy
				It looks great Fjoggs but I wouldn't be surprised if all the time you put in now is wasted because the tech is going to change.
			 
			
					
				Re: Screenshots
				Posted: Mon Dec 15, 2014 12:40 pm
				by Fjoggs
				Not excactly sure what you mean by wasted, as the map won't suddenly stop working. If by wasted you mean I'm putting in more effort than needed if I had multiselect, rotate etc, then sure. 

 
			
					
				Re: Screenshots
				Posted: Mon Dec 15, 2014 12:53 pm
				by Eraser
				I'm afraid cityy means that it's not impossible for the file format of maps to change sometime in the future making your map unreadable for the game.
			 
			
					
				Re: Screenshots
				Posted: Mon Dec 15, 2014 1:08 pm
				by Fjoggs
				I highly doubt it, seeing how most of the work on the engine is already done and the game has been released to the public via early access. Besides, people made a q3 map to reflex converter. Creating a tool that converts old reflex files to the "new" one shouldn't be too hard.
			 
			
					
				Re: Screenshots
				Posted: Mon Dec 15, 2014 4:18 pm
				by MKJ
				Fjoggs wrote:More shots. I'll ease down on them now though, seeing how this is still a Quake 3 forum. 
 
 
I'll allow it.
 
			
					
				Re: Screenshots
				Posted: Mon Dec 15, 2014 5:41 pm
				by cityy
				Eraser wrote:I'm afraid cityy means that it's not impossible for the file format of maps to change sometime in the future making your map unreadable for the game.
No, that's not what I mean. I was more aiming towards what fjoggs said. They haven't thought about how to make it possible to add the level of detail they are aiming for using their editor (yet). I could totally imagine them using their editor only for the hull and then polishing the level in a 3d modeling app. However, I hope they can come up with some nice way to make detailing maps a part of this but I reckon it will be pretty damn hard.
 
			
					
				Re: Screenshots
				Posted: Tue Dec 16, 2014 12:17 am
				by obsidian
				cityy wrote:I could totally imagine them using their editor only for the hull and then polishing the level in a 3d modeling app.
Perhaps that what they'll end up doing, but I hope not. It kind of takes away all the fun of having a real-time editor if you have to exit out and make the bulk of your map in a modelling program. If that's the case, they might as well toss out their editor and just team up with GtkRadiant.