I'm working on a new project for Q4 CTF

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
o'dium
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I'm working on a new project for Q4 CTF

Post by o'dium »

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.
obsidian
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Post by obsidian »

o'dium, this isn't a blog. Post something when you actually have something interesting to share.
[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]
o'dium
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Post by o'dium »

The problem with making textures for these engines is its really hard to show the actual final look texture. Here it is with a single light source, but it wont look like this ingame lol:

[lvlshot]http://www.quake2evolved.com/odium/odctf1_q4_text_1.jpg[/lvlshot]
obsidian
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Post by obsidian »

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]
o'dium
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Post by o'dium »

10-4 Good buddy.

Just made a torch for the lighting in some parts, Q3 style:

Image
GODLIKE
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Post by GODLIKE »

Very pretty texture, there. :)
Silicone_Milk
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Post by Silicone_Milk »

The stone looks kinda glossy.

Or are you going for the glossy look for the kind of "polished stone" feel for floors or some such thing?
o'dium
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Post by o'dium »

Silicone_Milk wrote:The stone looks kinda glossy.

Or are you going for the glossy look for the kind of "polished stone" feel for floors or some such thing?
Nah its the light, once the lighting is proper in the level it should look better or ill tweak it.
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hemostick
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Post by hemostick »

I think those edges are unnaturally straight, they could use some roughening up.
o'dium
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Post by o'dium »

Still not fixed the Gothic_block like you guys want, so ignore that. The floors temp too (Temp as in, its not gonna be this one, and there isn't a metal trim or anything lol). Just working on a theme of things, is this Q3'ish enough thus far?

Image
Silicone_Milk
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Post by Silicone_Milk »

The Q3 theme is evident. Great start =)

I'm eager to see how this all unfolds.
o'dium
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Post by o'dium »

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]
jayP.lq
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Post by jayP.lq »

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 :]
o'dium
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Post by o'dium »

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]
Silicone_Milk
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Post by Silicone_Milk »

Lookin' better.

However....... this looks a little too wavy in the render.

Do you have the original unedited straight-lined texture?
Try adding chinks to the edges rather than just making the edges uneven.
Also I wonder how it would look with a little grain on to the edges to roughen them up.
obsidian
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Post by obsidian »

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.
[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]
o'dium
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Post by o'dium »

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.
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.
Silicone_Milk
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Post by Silicone_Milk »

o'dium wrote:
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.
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.
lol. Might be a good idea. Working on one thing too long gets tedious.
o'dium
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Post by o'dium »

Simple Geo test to see how textures and structures work in combination. The rock inside will more than likely change so dont worry:

Image

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:

Image

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.
o'dium
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Post by o'dium »

This should be more Quake 3 ish:

Image
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mrd
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Post by mrd »

Looks slick. The floor looks to clean, though.
o'dium
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Post by o'dium »

mrd wrote:Looks slick. The floor looks to clean, though.
That would be because its not dirty :p Dirt, grime etc comes last.
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mrd
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Post by mrd »

Fair enough. I wish I knew how to make textures. Did you ever take any courses or are you all self-taught?
o'dium
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Post by o'dium »

Self taught for the most part, cutting up other things years ago and pasting them, moving on, pak sniffing lol :p
o'dium
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Post by o'dium »

Well, slowly getting a little more Q3 gothic...

Image
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