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Topic Starter Topic: Slowly but surely... (ODQ3DM6)

Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-23-2005 01:24 AM           Profile   Send private message  E-mail  Edit post Reply with quote


...its coming...

Gotta work on textures next (Still using Quake 3's and loads of temps) and then i'm gonna clean up and finally work on lighting. Heres 2 temp shots with shitty awful lighting, but you get the idea...

[lvlshot]http://www.quake2evolved.com/odium/q4_odq3dm6_1.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/q4_odq3dm6_2.jpg[/lvlshot]




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Gibblet
Gibblet
Joined: 17 Oct 2005
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PostPosted: 10-23-2005 01:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looking nice so far




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denzii.visible = false
denzii.visible = false
Joined: 16 Aug 2000
Posts: 17818
PostPosted: 10-23-2005 01:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


cool




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Gibblet
Gibblet
Joined: 22 Oct 2005
Posts: 18
PostPosted: 10-23-2005 01:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


That didn't take long!



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I nose it!
I nose it!
Joined: 28 Oct 2002
Posts: 17184
PostPosted: 10-23-2005 01:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


That looks great. What's the ETA do you reckon?




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-23-2005 02:00 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Few days, this week defo sir.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-23-2005 02:01 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Like i said, the lighting I haven't even begun working on yet. You can count on there being no dark places in the map (its MP after all).
The lighting is gonna be the biggest bitch, you gotta make sure everything looks right, thank god there is a realtime preview in the editor...




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axbaby
axbaby
Joined: 22 Dec 1999
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PostPosted: 10-23-2005 02:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


looks awesome




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I nose it!
I nose it!
Joined: 28 Oct 2002
Posts: 17184
PostPosted: 10-23-2005 02:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


Excellent. :) Perhaps the map could be named 'Oh!dium6'

There's a play on words somewhere in there :idea:




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Eh?
Eh?
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PostPosted: 10-23-2005 02:15 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh!diumsec.x :olo:




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.
.
Joined: 15 Dec 2000
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PostPosted: 10-23-2005 02:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well done.



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Trainee
Trainee
Joined: 21 Oct 2005
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PostPosted: 10-23-2005 04:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


where can i get this editor ???




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Trainee
Trainee
Joined: 20 Oct 2005
Posts: 39
PostPosted: 10-23-2005 04:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium, any chance of a Q3ctf1 recreation too? :)




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Quake Addict
Quake Addict
Joined: 13 May 2000
Posts: 1794
PostPosted: 10-23-2005 04:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


Can't wait to try the finish one...wow



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axbaby
axbaby
Joined: 22 Dec 1999
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PostPosted: 10-23-2005 04:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


editor is built into quake4

type editor

i'm still trying to get it working properly on
q4wca2




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 10-23-2005 04:42 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Remember if your going ot use the editor, start up in small screen ;)




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Trainee
Trainee
Joined: 21 Oct 2005
Posts: 47
PostPosted: 10-23-2005 04:46 AM           Profile Send private message  E-mail  Edit post Reply with quote


this editor is crap !
The editor of Half-Life or UT were great but the brightness is too high !
but wi will test it :D




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axbaby
axbaby
Joined: 22 Dec 1999
Posts: 17369
PostPosted: 10-23-2005 04:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


yar .. i need to start the map from scratch it seems.
i ported q3wca2 to doom3 to quake4 just so i can have a base to start from.
i need to read some tutorials ,i can't even figure out how to load textures.

gonna sit on this for a while.

your map looks sweet ..can't wait to try it.




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Trainee
Trainee
Joined: 21 Oct 2005
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PostPosted: 10-23-2005 04:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


and the key-bindings are crap too ...
Del is zoom in ?!




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axbaby
axbaby
Joined: 22 Dec 1999
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PostPosted: 10-23-2005 04:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


mousewheel up down works nice for map editing zoom in/out




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Old Skool'
Old Skool'
Joined: 02 May 2002
Posts: 5224
PostPosted: 10-23-2005 04:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


Post an alpha when it's near !




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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 10-23-2005 05:05 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Jesus shows you how much i work in Doom Rad... I cant even remember how to rename the map :olo:




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XXXG-00W0
XXXG-00W0
Joined: 27 Dec 2002
Posts: 2891
PostPosted: 10-23-2005 05:06 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think this might persuade some people in buying the game.




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PostPosted: 10-23-2005 05:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


Did you count the steps to make sure you have the exact same number? Btw, maybe you could make the map a bit smoother...




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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 10-23-2005 05:53 AM           Profile   Send private message  E-mail  Edit post Reply with quote


ToxicBug wrote:
Did you count the steps to make sure you have the exact same number? Btw, maybe you could make the map a bit smoother...


Scale and count of steps is exactly the same. And yeah, i thought about making it a bit smoother in places, so in a few spots it will be a bit rounder. However, changing it in other areas messes with gameplay and/or visuals, so some will stay.




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Grunt
Grunt
Joined: 22 Oct 2005
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PostPosted: 10-23-2005 06:20 AM           Profile Send private message  E-mail  Edit post Reply with quote


top knotch work odium...cheers 4 the effort. :icon14:



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Timed Out
Timed Out
Joined: 02 Aug 2000
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PostPosted: 10-23-2005 06:21 AM           Profile   Send private message  E-mail  Edit post Reply with quote


CokeMachineGlow wrote:
top knotch work odium...cheers 4 the effort. :icon14:


Hey you, it's you!




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I nose it!
I nose it!
Joined: 28 Oct 2002
Posts: 17184
PostPosted: 10-23-2005 06:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think you could put a subtle little logo if you wanted discreetly on the map with 'odium' or something, in the same way osp has that little icon placed on dm6.




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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 10-23-2005 06:23 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Oh Drum, do you really think i could get away with NOT adding something hidden? ;)




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I nose it!
I nose it!
Joined: 28 Oct 2002
Posts: 17184
PostPosted: 10-23-2005 06:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hehe, it'll be like an easter egg.




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Bück Dich
Bück Dich
Joined: 21 Oct 2003
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PostPosted: 10-23-2005 06:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


did you decompile the old dm6 and import it? or are you rebuilding it from scratch?



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Eh?
Eh?
Joined: 25 Mar 2001
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PostPosted: 10-23-2005 06:35 AM           Profile   Send private message  E-mail  Edit post Reply with quote


phantasmagoria wrote:
did you decompile the old dm6 and import it? or are you rebuilding it from scratch?


Scratch, thats why its taking longer than 5 seconds. Plus this lighting is a bitch...




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The Illuminated
The Illuminated
Joined: 14 Feb 2001
Posts: 1106
PostPosted: 10-23-2005 06:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm, makes me remember that I messed around with the editor the other day and apparently the default bsp mode doesn't optimize the triangulation like it did in doomedit. :|




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The Illuminated
The Illuminated
Joined: 19 Mar 2004
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PostPosted: 10-23-2005 06:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


With decompiling you'dl lose the lighting anyway.

I hope you achieve some nice lighting (and texturing) on your dm6 remake. :) Btw didn't you say you were gonna make a pro-dm6 layout? Shouldn't you call it OD4PRO-Q3DM6 or ODQ3DM6-PRO or something like that.




Last edited by Oeloe on 10-23-2005 02:16 PM, edited 1 time in total.

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The Illuminated
The Illuminated
Joined: 14 Feb 2001
Posts: 1106
PostPosted: 10-23-2005 07:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Afaik, he's building it from scratch, as mentioned in his other thread somewhere around ;)




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