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Re: Screenshots

Posted: Tue Jan 24, 2017 9:35 pm
by CZghost
I have my Dpx full :( :D :D Should do cleanup :D :D

Re: Screenshots

Posted: Wed Mar 22, 2017 4:43 pm
by Bacon
[lvlshot]http://img.bacon.ms/shot0249.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/OHQpOlr.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/skJADOs.jpg[/lvlshot]

Re: Screenshots

Posted: Thu Mar 23, 2017 9:39 am
by Eraser
Nintendo is calling. They want their IP back :p

Re: Screenshots

Posted: Sun Mar 26, 2017 1:55 am
by Bacon
Monolith soft too :)

Re: Screenshots

Posted: Sun Apr 16, 2017 10:13 pm
by KangaRufus
The last time I made a Q3A map was in 2002. I've started up again lately. Here's my alpha. I'd love some feedback:

[lvlshot]http://i.imgur.com/0skFbSs.jpg[/lvlshot]

Thread: https://www.quake3world.com/forum/viewt ... 4f9c331d51

Re: Screenshots

Posted: Fri Apr 21, 2017 3:50 am
by fKd
Messing around at work... kinda fun open map so far. Been playing a bit of QL and thought i'd make a CA map on my down time at work.


[lvlshot]http://i.imgur.com/h8yNdpt.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/EIgS7PJ.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/I7BJCmb.jpg[/lvlshot]

Heres a link if ya feel like a look. I'll make a full post when there is a bit more to look at.
https://www.dropbox.com/s/chk4auvtizpa8 ... 2.pk3?dl=0

Re: Screenshots

Posted: Fri Apr 21, 2017 4:30 pm
by KangaRufus
Wow! Such lovely clean lines! I'll be downloading for inspiration! Beautiful map!

Re: Screenshots

Posted: Mon Apr 24, 2017 3:35 pm
by Gargamel9000
Yeah looks kewl fKd!
I re-worked some areas and started the player&bot clipping, i just want to get this damn thing done... its about time. :(

[lvlshot]http://i.imgur.com/dsDj9ud.jpg[/lvlshot]

Re: Screenshots

Posted: Sat May 06, 2017 2:37 pm
by CZghost
I finally managed the Camaro model texture working! Though there is some unspecific UV mapping error, which occured lastly after some time (it wasn't originally). Maybe my Windows? So I need to repair that one before the model actually can be distributed. This is what it looks like in game:

[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0000.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0001.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0002.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0003.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0004.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0005.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0006.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/model_camaro_v1_0007.jpg[/lvlshot]

Where I got with noclip inside the model, you can clearly see the mirrors are weirdly stretched. I also managed to shoot the bottom of the car, though it's the part that doesn't get to normally rendered unless the player is able to get under the model. I consider removing the underneath part if you don't want to put it somewhere player could see the bottom...

Re: Screenshots

Posted: Sun May 07, 2017 3:46 am
by obsidian
Take a look at some of the model shaders that come with the game. They use vertex lighting in the shader. You'll want to add that to the shader file because right now it's rendered full bright. Looks good though.

Re: Screenshots

Posted: Sun May 07, 2017 9:30 am
by CZghost
It's not final version, I need to repair that mirror bug, but I totally forgot that models need to be lighted slightly different than brushes/patches, though. Thank you. Actually, I used to see models use rgbGen lightingDiffuse (rather than vertex, used for sprites) Actually, that full-bright might be caused also by shader using surface light. Maybe try to remove the surface light and force mappers to use regular entity lights with color selection matching the lights? Making it spotlights and adding flares? And what to do with the bottom face of the car (the mechanical part underneath). In most cases players won't see this surfaces, but when placed somewhere in mechanical engineering workplace (car repair service), the player could actually run underneath. Make two versions of it? One for garage placement, without bottom face, the other with the bottom face for the repair workplace?

I'll make another topic for the model development suggestions, there you could posts suggestions for further model improvements. First version will have the UV mapping bug repaired and shader improved to better placement in maps. Model scale will be altered to match player size (intended to be model of real car 1:1) and of course to better fit in Radiant grid...

Re: Screenshots

Posted: Wed May 10, 2017 8:10 am
by Gargamel9000
good job man, looks cool!

Re: Screenshots

Posted: Wed May 10, 2017 10:18 am
by CZghost
Well, it's just texturing job, I only added mirrors to make it look more realistic, but the actual modelling job is done by Karan Shah. Website pages (part 1 and 2 of tutorial) are below. Downloaded model is from Part 1. The model is in Blender format originally, distributed will be as ASE model (exported)...

Part 1:
http://cgi.tutsplus.com/tutorials/creat ... -cms-21730

Part 2:
http://cgi.tutsplus.com/tutorials/creat ... -cms-21749

Re: Screenshots

Posted: Tue May 16, 2017 1:38 am
by Pat Howard
@fKd: that looks cool. i ran around a bit and the bouncers work really well. one thing that jumped out at me was the RA and YA that are just in kind of L-shaped hallways that could be expanded to have more interesting battles around them. glad to see you are still making stuff for quake. you inspired me to get back to work on a half-finished layout i have been procrastinating on!

Re: Screenshots

Posted: Wed May 17, 2017 8:53 pm
by fKd
Thats awesome news Pat, looking forward to having a look!

Posted: Tue Aug 08, 2017 7:07 am
by eukara
[lvlshot]https://pbs.twimg.com/media/DF7dN_1XoAIGrqf.jpg[/lvlshot]
[lvlshot]https://pbs.twimg.com/media/DF7fCW3XUAACgd8.jpg[/lvlshot]

Re: Screenshots

Posted: Mon Aug 28, 2017 12:40 pm
by CZghost
So I ran quick testing compile of my map Schöna (czq3dm1). Caulk hull was temporarily textured to prevent massive HOM effect to appear, you can clearly see it's still lacking huge amount of detail. But you can view the general idea on how the map may look like:
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0003.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0004.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0009.jpg[/lvlshot]

There's a placeholder for the crane currently, this will be changed later by crane brushwork model...

Additional screenshots to view (if you like):
[spoiler][lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0008.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0010.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0002.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0011.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0007.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0006.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0005.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0001.jpg[/lvlshot]
[lvlshot]http://czghost.4fan.cz/share_pics/pictures/map_czq3dm1_a5_wip_ingame_0012.jpg[/lvlshot][/spoiler]

Re: Screenshots

Posted: Sun Sep 03, 2017 10:58 pm
by Fjoggs
Been slowly working on a new (and hopefully the last) beta for tourney6.

Figured I'd post a screenshot here like the old days. Might be a bit dark, this was just a quick compile.

[lvlshot]https://fjoggs.com/images/quake3/beta/fjo3tourney6/fjo3tourney6_b5-1.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Oct 14, 2017 1:32 pm
by Bacon
[youtube]vcX8T0z8l7U[/youtube]

Not really a screenshot but whatever. Motion capture applied to Quake III models. Pretty cool, but the resulting filesize of the MD3 is about 80 megabytes, totaling about 5000 frames of animation for the whole thing. I was suprised the game can even handle it.

Re: Screenshots

Posted: Mon Oct 23, 2017 8:12 pm
by Hipshot
I posted this before, a long time ago, but I decided to work more on it and now it looks and works like this.

It was suppose to be a space themed level, but I will apply the japanese theme I made to this level instead =)

[youtube]cvIsyOOeBkA[/youtube]

[youtube]PBbETtzrswk[/youtube]

Re: Screenshots

Posted: Thu Oct 26, 2017 6:55 pm
by Pat Howard
stoked that you are still working on the japanese theme. i can definitely see it being applied to this layout.

Re: Screenshots

Posted: Fri Oct 27, 2017 5:44 am
by cityy
Hipshot wrote:I decided to work more on it
You sure you didn't just slip onto the wrong icon on your taskbar? :owned:

Re: Screenshots

Posted: Tue Oct 31, 2017 9:09 am
by Hipshot
Ah haha, almost Cityy =D

@ Pat, well, I started Rustgrad in 2009 I think and released it 2014, so I suppose it can take a while.

[lvlshot]http://zfight.com/misc/images/maps/m16/4.jpg[/lvlshot]

Re: Screenshots

Posted: Tue Oct 31, 2017 6:39 pm
by v1l3
I hyped up, Hipshot's, work on the Quake's Discord channel in the past to, Sponge, and he laughed, and then two days after that I was then removed from the Quake Champion's Steam group and banned from it...

I wait to see someone make a better map than Rustgrad...for FREE! :paranoid:

Re: Screenshots

Posted: Tue Oct 31, 2017 6:55 pm
by Pat Howard
@hipshot: are you going for a grungier look? :( i think i liked the initial more colorful building concepts better.