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The Illuminated
The Illuminated
Joined: 14 Feb 2001
Posts: 1106
PostPosted: 01-19-2007 05:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


GF 6800 ? That's not low-end ;)




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clueless
clueless
Joined: 02 Feb 2006
Posts: 571
PostPosted: 01-19-2007 07:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


hemostick wrote:
GF 6800 ? That's not low-end ;)


Indeed! Remember me posting that I'd get myself new hardware soon? That's the card I bought! :icon28:



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 01-19-2007 07:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


hemostick wrote:
GF 6800 ? That's not low-end ;)
High maintenance 'Girl Friend'?! I didn't know they had model numbers these days. :icon25:




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-19-2007 07:46 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Little update, gotta change the lower floor to something more interesting now.

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_3.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_4.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_5.jpg[/lvlshot]

Also does Quake 4 have patch stitching by default? some of my surfaces refuse to stich...?




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Immortal
Immortal
Joined: 17 Mar 2001
Posts: 2062
PostPosted: 01-19-2007 08:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium: There is too harsh of a transition to the white sky. I think it'd look better if you put some fog up up there similar to what Lukin did to blend it. Also, I think getting better lights would help a lot. I can't help but look at them, especially the ones on the doorways and trim near the top, and think that I'm seeing the missing texture black/white checker pattern.



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-19-2007 08:25 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Doorways I'm gonna change anyway :p

The sky is a tough one, because, well, thats what sky looks like when it snows!

As for the lights, I think they are fine (apart from the doorways)...?




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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 01-19-2007 09:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


I disagree with wviperw, I'd keep this kind of sky. I think the visual 'problem' if I may call it so, are the rocks (texture/contrast of shadow) and the ground of the jumppad. The rest looks nicely dressed in textures and neatly filtered by the fogish snow effect, perhaps some elements seem to be repeated too much, but thats okay I guess.
Also, I personaly dislike the way you surrounded the near-jumppad architecture with rocks at its base, all the way tru to the top. I'm not sure what civilisation has created building, but most civs usualy don't see mountains growing over their structures. I think it's better to connect the jumppad thingy with the both (symetrical?) sides. If you want to keep the rough element into the map, you could do something interesting with the lower floor (as you said you wanted to do anyway). Perhaps make this floor of rough rock too, a few large stone rocks (not too many) in the corners or places that aren't in the players path, but may just yet provide some sneaky trickjump. And keep the surface flat where people have to walk, else the movement will suck.

Bleh, hope you don't mind the critique, for you might not've intended the post to recieve such.. just felt saying it :]




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-19-2007 10:00 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Well, I was thinking the same damn thing about the rocks :p Im gonna remove those at theb ase, and then just have them up top, with snow above the rocks themselves. That will look more natural.

As for the floor, I was planning on breaking it up (with a bit of Ice, and some groves where people would walk)

And for the sky, well, thats a different story. I do actualy havea sligth scrolling effect but you cant see it :( So i may remove it... Bloody fog!

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_6.jpg[/lvlshot]

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_7.jpg[/lvlshot]

EDIT: Updated with a new rock:

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_8.jpg[/lvlshot]




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 01-19-2007 11:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


Cant allow my reputation for prolific map production fall to somebody else; damn it if other folks are submiting more than one map, so can I.

Cave section from a Q4 gothic level:
http://www.leveldk.co.uk/idcomp/comp2.jpg



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axbaby
axbaby
Joined: 22 Dec 1999
Posts: 17369
PostPosted: 01-19-2007 03:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


map looks good o'dium
door arches look familiar :)



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Mercenary
Mercenary
Joined: 28 Feb 2002
Posts: 223
PostPosted: 01-20-2007 12:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


I know that My girl 6800 is not a low end card. I just said that the slightly above card runs the level at 60 FPS.

Shit, you guys got me all worked up about the performance now. I think I'll release the beta this weekend and then work on optimization.

-Method



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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-20-2007 01:01 AM           Profile   Send private message  E-mail  Edit post Reply with quote


SOMEBODY KINDLY INFORM ME AS TO WHY MY PATCHES ARE NOT STICHING TOGETHER. IT CAN BE SEEN ON THE LATEST PICS KTHX :p




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 01-20-2007 02:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


@ O'dium, have you set subdivisions? Concentric patch trims often dont fit but by setting subdivision this can be remedied. Similer to thing happened in Q3 were LOD caused splits in curved patches.



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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
Posts: 344
PostPosted: 01-20-2007 03:31 AM           Profile Send private message  E-mail  Edit post Reply with quote


o'dium wrote:
Sorry Lukin :ninja: A good 30mins work, tryin to get a texture set/theme going... Wanted something to keep me busy (Yes i know i never finish anything lol)

[lvlshot]http://www.quake2evolved.com/odium/odq4dm1_1.jpg[/lvlshot]


Lawsuit coming! :icon34: :p

o'dium wrote:
First of all...

1) The fogging at the top, nice touch to make it look bloomed. However, rotate your fog brush. ATM, you have the fog blend facing up, when it should be down. rotate it along the one axis so its the right way around and you will have a nicer blend ;)

The fog brush is rotated - look at this broken pillar and you'll notice that it work ok there. It looks worse on the wall because of the giant flare I have put under a sky, which looks cool from the right angle, but sucks from any other... I believe I've found a way to get rid of this side effect but have not tested it yet (because I spent whole yesterday on fixing a water sounds on "Spiral" :P).




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 01-20-2007 10:35 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Ahh i see wht you did there.

I was messing with snow and how it works in levels myself, and I found that instead of fogging the upper level, if i just used a snow texture with a slight curve around my upper brushes, it gives quite a nice effect and feel to the upper areas. Looks kinda like what snow does in nature...

I would show you but my host FTP is down for some odd reason...

Ill edit this post when its back up.




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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 01-21-2007 10:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


just wanted to say that there are a lot of stellar maps in progress that have been posted around here lately! :)

keep it up everyone!




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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
Posts: 344
PostPosted: 01-22-2007 02:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


Just read it on ESR: servers with "Ravage", "Spiral" and "City Heat" betas:

}WTF{ FTW pw=wtf Q4CMP Beta Maps
8.9.9.108:28004
Chicago

Q4MAX 0.77a Duel, beta maps.
195.238.75.21:28004
pass: creampie
Netherlands



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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 01-23-2007 07:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


After some very useful beta testing (many thanks eb for setting up the server for us) my entries for the Q4 CMP contest have almost reached a state of completion.
Huge thanks to all those that tested the levels.
My entries are both very different in style, but represent different aspects of elements I like to see:
Image

Image

edit// I should add, ignore the FPS, I was running the editor in the back ground...both levels run between 40 to 60 FPS on my mid range system.

For a little more info pertaining to each level please take a look HERE

Many thanks, best of luck to all mappers and their entries. :)



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 01-23-2007 08:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ooo look, Gothic! :p Actually good to see something alternative to tech/base ;o)




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Immortal
Immortal
Joined: 17 Mar 2001
Posts: 2062
PostPosted: 01-23-2007 09:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thought that was Q3 the first couple times I saw those shots. :)



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Immortal
Immortal
Joined: 18 Dec 1999
Posts: 2196
PostPosted: 01-23-2007 10:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


mmmm...I really dig the style in the first shot. tasty!



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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 01-23-2007 11:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thank you. The map that the first shot comes from is Q3esque for sure, but with Q4 over tones. I like that style just as I like the gothic style, for an amateur that's always a good place to begin:)



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Insane Quaker
Insane Quaker
Joined: 07 Sep 2004
Posts: 286
PostPosted: 01-23-2007 01:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


7fps? :confused:




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 01-23-2007 01:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


Editor running in back ground on an aging system. Running on high with an xp 2500, gf5600 and 1 gig ram the entire map gets 40-60 FPS. I knew I should have turned FPS off:)



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The Afflicted
The Afflicted
Joined: 29 Nov 2002
Posts: 622
PostPosted: 01-23-2007 02:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


It very much looks like a GeoComp map, I love that style very much.




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-23-2007 07:23 PM           Profile   Send private message  E-mail  Edit post Reply with quote


dnky wrote:
Editor running in back ground on an aging system. Running on high with an xp 2500, gf5600 and 1 gig ram the entire map gets 40-60 FPS. I knew I should have turned FPS off:)


hehe "aging". I only have 384 mb of ram on this computer. Nvidia GeForce FX 5200. athlon xp 2400 cpu.

Lowest settings on Q4 gets me 10 fps on the demo mp map. :tear:

Back on the topic of the shots, I dig the first shot. Very neat style. GeoComp, like spookmineer said, does come to mind when looking at this map :)




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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 01-23-2007 07:25 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Played with the new sculpting tool in Blender for the first time today.

5 minute model from a cube after spending around 20 minutes figuring out how to use the tool :P

[lvlshot]http://i12.photobucket.com/albums/a242/caldiar/sculpt_man_2.png[/lvlshot]




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 01-24-2007 04:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


My CMP entry. A little bit more info here.

SCREENS
Taken @ 800x600/high detail on an AMD 3400+ (64bit) Sempron/ATI X1600 512MB GFX. FPS captured reflects the real FPS pretty much.
Image
Image




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 01-24-2007 06:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


wow, stunning lighting! I think the FPS shows how lighting can be used well and not impact in a negative way upon the game's performance.



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 01-24-2007 06:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah, when anyone ever complains about D3/Q4 Engine being overly dark, I just point to Kat's general direction.



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Immortal
Immortal
Joined: 17 Mar 2001
Posts: 2062
PostPosted: 01-24-2007 07:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks tasty Kat!



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 01-24-2007 07:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Oh by the way... no ambinet lights used at all ;)



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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
Posts: 344
PostPosted: 01-24-2007 07:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks cool, but where are download links? Come on Kat and dnky, I see no reason not to post them.



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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 01-24-2007 08:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


The reason would be, oh dear.. the map has already been submitted! ;)



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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
Posts: 344
PostPosted: 01-24-2007 08:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


Is there a rule that you can not show the map you have submitted? That would be weird, since you can submit even the maps that were released as a final months ago and soon all of the maps will be released to be judged by the community.



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