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Re: Screenshots

Posted: Fri Dec 18, 2015 5:16 pm
by AndyW
THX Guys , your opinion is very important to me!
I try to clip all the stuff and ad some Eyecandy...
BETA will be upped on 24.12.2015...
...THX to MaxPower, Hipshot, Phantasm11 and Cityy...
For keeping me goin on and motivation.
And THX to Martinus too, Man we had some strange problems. But that problems gave me a 100%boost to my own work!

Re: Screenshots

Posted: Fri Jan 08, 2016 8:38 pm
by AndyW
[lvlshot]http://i.imgur.com/ztFdBpH.jpg[/lvlshot]

I had to fix alot of stuff but now its goin straight forward :arrow: :)
Started the detail & clipping Job.

Re: Screenshots

Posted: Mon Feb 01, 2016 8:54 pm
by phantazm11
It has been a while! I made a quick little cave scene using custom assets in the last couple of days. Probably a little dark.

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/q3_cave_scene_zpsaewwdy9g.png[/lvlshot]

Re: Screenshots

Posted: Tue Feb 02, 2016 4:44 am
by dONKEY

Re: Screenshots

Posted: Tue Feb 02, 2016 9:23 am
by cityy
dONKEY wrote:It's a little dark on my crappy work monitor...what's not to love about cave models though!
Same here Tom!
dONKEY wrote: I've been doing some lunch time doodling:
<stuff>
This is one of my all time favorite texture sets! Do you plan on extending this into a release?

Re: Screenshots

Posted: Tue Feb 02, 2016 1:39 pm
by dONKEY
@City,
Yes I do.
I have an idea where I'm going...

Re: Screenshots

Posted: Wed Feb 03, 2016 6:28 pm
by phantazm11
@dONKEY & cityy: Yeah, I might have to add some light at the end of the tunnel :P

@dONKEY: Looks smashing! Love those vertical walls.

Re: Screenshots

Posted: Wed Feb 03, 2016 8:53 pm
by phantazm11

Re: Screenshots

Posted: Thu Feb 04, 2016 2:46 am
by dONKEY
Aha...
that looks cool. Very Wild hunt :)
How are you doing collision mapping with your models? I've done quite a lot of terrain sections that way now and I find the process of clipping meshes very troublesome. Idtech 4 is so much easier, where you can add a simplified collision hull to the mesh.
I'd be really interested in how your doing it.

Re: Screenshots

Posted: Thu Feb 04, 2016 3:57 am
by phantazm11
Well, I never really saw this going beyond just this little scenario. Mostly because of clipping. I would love to do an entire underground cave level for Q3, but unfortunately, I don't see how that is possible.

Re: Screenshots

Posted: Thu Feb 04, 2016 4:21 am
by dONKEY
I've had some success with simplifying the mesh, then exporting as a .map, the trouble with that is the Blender export to map script wasn't great. Not sure if it's improved these days.

Re: Screenshots

Posted: Thu Feb 04, 2016 3:04 pm
by Eraser
Maybe I'm being too simple here, but isn't it enough to just roughly trace the model with a clip brush?


Looks great by the way

Re: Screenshots

Posted: Fri Feb 05, 2016 5:48 am
by dONKEY
@Eraser..yes that's true. However with extensive non-axial meshes clipping becomes a real nightmare. Kat did it very well in 'Little Rock', so it's possible, but very tiresome in a large map. IIRC Kat's map was 1024x1024.

Re: Screenshots

Posted: Sat Feb 06, 2016 3:40 am
by obsidian
I think the ideal way to do it is to create the clips first, import into your modelling program, then build the stone around the clips. This ensures that the clips stays on the grid, while the model can stay close to the form of the clips.

Re: Screenshots

Posted: Sat Feb 06, 2016 7:39 am
by Theftbot
Just do it on grid in 3d modeling program!

Re: Screenshots

Posted: Sat Feb 06, 2016 9:01 am
by Hipshot
I think obsidians idea is better, cause even if you go grid in a modeling program, they don't have the same restrictions, not even close and even if you follow the grid, you might notice that some angles and whatnot just won't follow in radiant as brushes.
So, the reverse seems better, do the "shape" in radiant first, then tweak it when you build the terrain in max or whatever.

Re: Screenshots

Posted: Sat Feb 06, 2016 9:27 am
by dONKEY
I think it depends. A mesh that is largely eye candy, that makes sense. Indeed, that is exactly the route I've followed. For meshes that make up playable areas, then issues can become more obvious. I guess there are limitations we have to accept.

Re: Screenshots

Posted: Sat Feb 06, 2016 9:40 am
by Hipshot
I *think* (can't remember) but at one time I worked with an invisible more simplified mesh as spawnflags 2, then only spawnflags 4 on the graphical mesh and ofc a more serious botclip around it all.

Re: Screenshots

Posted: Mon Feb 08, 2016 9:07 pm
by AndyW
@phantazm11: That cave looks amazing!

Small update:
[lvlshot]http://i.imgur.com/8Rp3iGg.jpg[/lvlshot]
:arrow: Going crazy with tha Sock´s!

Now in Super-8 Video:
https://www.youtube.com/watch?v=ZsMHwTvDYqY

Re: Screenshots

Posted: Wed Feb 10, 2016 10:25 am
by Eraser
Can't help myself :)
My first attempt at building Doom levels.

[lvlshot]http://i.imgur.com/u4Qpl1U.png[/lvlshot]

[lvlshot]http://i.imgur.com/nLhraep.png[/lvlshot]

[lvlshot]http://i.imgur.com/XJHi48t.png[/lvlshot]

[lvlshot]http://i.imgur.com/prE1gGH.png[/lvlshot]

Re: Screenshots

Posted: Wed Feb 10, 2016 12:27 pm
by MKJ
had fun with inverse linedefs yet?

Re: Screenshots

Posted: Wed Feb 10, 2016 1:07 pm
by Eraser
Not sure what you mean. Doom Builder 2 is quite clear about what the front and backsides of your linedefs are so I haven't ran into any trouble in that area yet. Or are there fancy tricks you can pull off somehow?

Re: Screenshots

Posted: Wed Feb 10, 2016 2:27 pm
by AndyW
@Eraser: Cool! :)
Its a bit strange to go back to a "non-polygon" engine -isn't it? Id played around with DEU & DeeP back in the 90´s (D3D Build too) and then there was Quake 2... :)

Re: Screenshots

Posted: Wed Feb 10, 2016 2:59 pm
by MKJ
Eraser wrote:Not sure what you mean. Doom Builder 2 is quite clear about what the front and backsides of your linedefs are so I haven't ran into any trouble in that area yet. Or are there fancy tricks you can pull off somehow?
Walkthrough walls and triggers based on movement. But mostly, as your map gets bigger and more complex it gets a bit messy to keep track of their sides.

Re: Screenshots

Posted: Wed Feb 10, 2016 3:24 pm
by Hipshot
[quote="Eraser"][/quote]

Cool, I started myself a few weeks ago, it's been like 19 years since I did a doom level haha =D