I'm working on a new project for Q4 CTF
I'm working on a new project for Q4 CTF
I've been mega bored this week with some time off and I've decided to start work on a new project. Nothing at all to show as yet (Maybe in a few hours), but what I will say is:
Its for Quake 4.
Its a CTF map.
It will use 100% custom textures.
The texture scheme will resemble that of Q3DM13, and it will include Lava.
I've done a few basic map outlines and such that I'll upload in a bit for you to check, but ATM I'm mostly working on the media for it. Its a huge project as you can tell with a custom Quake 3 style texture set, so to be honest at this stage I'm more worried about getting the visual side of things down.
I'll update in a while with a few things to show.
Its for Quake 4.
Its a CTF map.
It will use 100% custom textures.
The texture scheme will resemble that of Q3DM13, and it will include Lava.
I've done a few basic map outlines and such that I'll upload in a bit for you to check, but ATM I'm mostly working on the media for it. Its a huge project as you can tell with a custom Quake 3 style texture set, so to be honest at this stage I'm more worried about getting the visual side of things down.
I'll update in a while with a few things to show.
Looks okay, but the stone looks a little too chisled... try to roughen up the edges of the stone with some cracks and chips.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
Adjusted the (To be fair) crazy scales on the flamelamp, gave it a better sprite flame animation, etc... Got a fantastic animated light to match it, really looks good and atmospheric...
Anyways suppose I better get onto fixing that goth_block so it looks a little less man made (Even though thats how the Q3 one looks but i get your point).
[lvlshot]http://www.quake2evolved.com/odium/odctf1_theme2.jpg[/lvlshot]
Anyways suppose I better get onto fixing that goth_block so it looks a little less man made (Even though thats how the Q3 one looks but i get your point).
[lvlshot]http://www.quake2evolved.com/odium/odctf1_theme2.jpg[/lvlshot]
Looks great so far Odium :]
I have a CTF server to offer if your needing it to test your map on. Its in the US tho' so pings might not be so hot for you Euro's
...but its available if you need it
I'm hopeing to add more custom Q4 CTF maps to my servers rotation so I look forward to checking your map out :]
I have a CTF server to offer if your needing it to test your map on. Its in the US tho' so pings might not be so hot for you Euro's
...but its available if you need it
I'm hopeing to add more custom Q4 CTF maps to my servers rotation so I look forward to checking your map out :]
Had more time to work on the wall texture than my drunken rush job last night, I think even though it no longer matches the Quake 3 one in terms of sharpness (Straight edged), it fits better to the theme:
[lvlshot]http://www.quake2evolved.com/odium/odctf1_theme3.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odctf1_theme4.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odctf1_theme3.jpg[/lvlshot]
[lvlshot]http://www.quake2evolved.com/odium/odctf1_theme4.jpg[/lvlshot]
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We're a high demanding bunch o'dium, and I agree with Silicone_Milk. I like the straight edges in the earlier shots, it's just that they looked as if they were molded from plastic instead of carved out of stone. You just need to roughen up those edges a bit with chips, cracks, etc.
Also, it seems as if those edges are fully flushed out or fully recessed. You don't seem to have any actual variance in between.
I think you're using a heightmap to normalmap converter like the nVidia photoshop plugin, right? Perhaps this is a limitation of it.
Also, it seems as if those edges are fully flushed out or fully recessed. You don't seem to have any actual variance in between.
I think you're using a heightmap to normalmap converter like the nVidia photoshop plugin, right? Perhaps this is a limitation of it.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
No i model everything. Either way, the texture can be left now, I wanna move onto something else and come back to the gothic_block one later.obsidian wrote:We're a high demanding bunch o'dium, and I agree with Silicone_Milk. I like the straight edges in the earlier shots, it's just that they looked as if they were molded from plastic instead of carved out of stone. You just need to roughen up those edges a bit with chips, cracks, etc.
Also, it seems as if those edges are fully flushed out or fully recessed. You don't seem to have any actual variance in between.
I think you're using a heightmap to normalmap converter like the nVidia photoshop plugin, right? Perhaps this is a limitation of it.
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- Posts: 2237
- Joined: Sat Mar 12, 2005 10:49 pm
lol. Might be a good idea. Working on one thing too long gets tedious.o'dium wrote:No i model everything. Either way, the texture can be left now, I wanna move onto something else and come back to the gothic_block one later.obsidian wrote:We're a high demanding bunch o'dium, and I agree with Silicone_Milk. I like the straight edges in the earlier shots, it's just that they looked as if they were molded from plastic instead of carved out of stone. You just need to roughen up those edges a bit with chips, cracks, etc.
Also, it seems as if those edges are fully flushed out or fully recessed. You don't seem to have any actual variance in between.
I think you're using a heightmap to normalmap converter like the nVidia photoshop plugin, right? Perhaps this is a limitation of it.
Simple Geo test to see how textures and structures work in combination. The rock inside will more than likely change so dont worry:

Quick Lava glow test using a single pass for the lava, single pass for the glow around the edge, and fog. Lava texture is doom 3's so dont worry that will change, plus effects etc:

Remember this isn't an actual level design yet, I'm just working with Quake 3 style concepts and getting them inside Q4, then building from the pieces and designs.

Quick Lava glow test using a single pass for the lava, single pass for the glow around the edge, and fog. Lava texture is doom 3's so dont worry that will change, plus effects etc:

Remember this isn't an actual level design yet, I'm just working with Quake 3 style concepts and getting them inside Q4, then building from the pieces and designs.