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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 02-17-2007 03:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Looking fancy indeed.
To me there is one visual flaw though, the rock texture at the height of the architectural geometry, in the second pic. The texture has vertical lines, this looks rather unnatural, especialy cause the rock texture is horizontaly orientated almost everywher else.




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The Illuminated
The Illuminated
Joined: 30 Nov 1999
Posts: 1665
PostPosted: 02-18-2007 10:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kat wrote:
I never did it, honest... It's all donkeys work. I think those 'classical' textures were a set inition did that donkey ported over as well, they look surprisingly good in Q4 from the shots posted above.


I didn't think you had done it. I was merely alluding to your
dark alliance to make more cave-based maps..




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 02-18-2007 10:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


GODLIKE wrote:
Kat wrote:
I never did it, honest... It's all donkeys work. I think those 'classical' textures were a set inition did that donkey ported over as well, they look surprisingly good in Q4 from the shots posted above.


I didn't think you had done it. I was merely alluding to your
dark alliance to make more cave-based maps..
muuhahaha.. the force is strong in this one (donkey)! hehe




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Extreme evil
Extreme evil
Joined: 02 Mar 2002
Posts: 1637
PostPosted: 02-21-2007 09:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


I started working with these textures and models I made 2 years ago again.

Image

I have a question regarding the fog and sky. The sky doesn't fog even though I made the fog brush not touch the sky brush. It's pretty strange because I used the same technique in another map, and with the same shader and then it worked. :confused:

Image


As you can see, the sky is fogged here. Does anyone know why the sky isn't fogged in the first one? Is it something to do with using terrain? Maybe there's a better way of making a whole map fogged that I've missed?

ALMighty - Maps & Stuff




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 03-02-2007 09:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


Attempting to come up with a solid looking future shotgun, attempt #1:

[lvlshot]http://kaz.quakedev.com/junk/shotgun_render_new.jpg[/lvlshot]




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Pestilence
Pestilence
Joined: 25 Mar 2002
Posts: 15822
PostPosted: 03-02-2007 10:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Kaz wrote:
Attempting to come up with a solid looking future shotgun, attempt #1:

[lvlshot]http://kaz.quakedev.com/junk/shotgun_render_new.jpg[/lvlshot]


Pistol grip is too straight down. Needs to be more angled back and tapered slightly.




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The Afflicted
The Afflicted
Joined: 11 Apr 2001
Posts: 622
PostPosted: 03-04-2007 04:24 PM           Profile Send private message  E-mail  Edit post Reply with quote


We started the alpha...

Image

lol




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Veteran
Veteran
Joined: 20 Apr 2004
Posts: 168
PostPosted: 03-04-2007 04:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


At this state it looks like a jump and run platform game :D




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The Afflicted
The Afflicted
Joined: 11 Apr 2001
Posts: 622
PostPosted: 03-04-2007 04:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


eh eh

my fear is that it would be a jump and run platform in the final...lol




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Immortal
Immortal
Joined: 17 Mar 2001
Posts: 2062
PostPosted: 03-04-2007 05:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


Noticeably missing some walls... :D



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The Afflicted
The Afflicted
Joined: 11 Apr 2001
Posts: 622
PostPosted: 03-04-2007 05:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here is a map of the paths you can do!

Image

So now you CLEARY understand everything!

MUAHAHAHAHAH!

2:22am I think I need to sleep!
:D

good night!




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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 03-04-2007 11:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


seems like an excellent way to get some early feedback on layout and visibility into potential problems in terms of gameplay

i might go a step further once you get a bit further with it and fancy it up in photoshop. ie: use a layer for the geometry for each level, use a unique color for each level, and different types of paths for different types of travel

looks promising =)




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blaze a blaze
blaze a blaze
Joined: 29 Jan 2000
Posts: 344
PostPosted: 03-05-2007 03:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


[lvlshot]http://img411.imageshack.us/img411/5963/l4ctf2ik7.jpg[/lvlshot]

download & info




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Mercenary
Mercenary
Joined: 01 Mar 2005
Posts: 202
PostPosted: 03-06-2007 10:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


Lukin that is one of the sexiest Q4CTF map I've ever seen. I love the architecture and the overall look and feel of this map.

I seriously hope you do more CTF mapping in the future :]



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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 03-07-2007 12:07 PM           Profile Send private message  E-mail  Edit post Reply with quote


ALMighty, lovely colours in that.
Couple of more cavey bits from me:
Image
Image

Noted about the tex alignment issue on the rock. I have re-uvw mapped all the cave meshes. It was done at a rush for the TM contest and needed fixing. I do still have one area I am not happy with yet.

I really want to beta this (and be told the corridors are too tight:)), but I am awaiting approval from inition for what I've done to his texture set...I think he's probably in a mountain dew induced coma and wont wake up till mid-summer.



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Veteran
Veteran
Joined: 20 Apr 2004
Posts: 168
PostPosted: 03-07-2007 12:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


We don't need a beta to tell you that the corridors are way too tight :D




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 03-07-2007 12:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


hehe. Personally, I much prefer a tighter space to play in ;)



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Extreme evil
Extreme evil
Joined: 02 Mar 2002
Posts: 1637
PostPosted: 03-09-2007 05:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


dnky wrote:
ALMighty, lovely colours in that.


Thanks! I means a lot! I think those plants makes a huge difference in your map, more of those I say! :)

Lukin, that looks really cool.




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 03-10-2007 10:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


[lvlshot]http://kaz.quakedev.com/junk/shotgun_skinWIP.jpg[/lvlshot]

Started skinning a few hours ago after finishing the oh-so-tedious unwrapping process. :)




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 03-17-2007 08:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


[lvlshot]http://kaz.quakedev.com/junk/shotgun_ingame2.jpg[/lvlshot]

Can be improved, but I'm happy with it for the moment :)




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 03-23-2007 06:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


I had been planning a monochrome level for Q4. I liked the idea of doing a Film Noir style street scene. In the last MC speed map contest I played about with a similar idea. I am Working late tonight so had some time off in the day. Just enough time to remake a street for the level in Q4. In the Q3 version I used a dark green fog to offset with the black and grey textures. I liked the look so decided to go with it. A first in game render:
Image



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Immortal
Immortal
Joined: 17 Mar 2001
Posts: 2062
PostPosted: 03-23-2007 07:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


Ooh, looks nice! (other than the black sky cutting off the fog of course :) )



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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 03-23-2007 07:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


TY. Yeah, stupid sky and fog thing.



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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 03-23-2007 07:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


There's gotta be a way around that sky thing...

Also, I'd desaturate the green a bit--looks a bit too radioactive right now, IMO.




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Etile
Etile
Joined: 19 Nov 2003
Posts: 34899
PostPosted: 03-23-2007 08:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


make the skybox the same colour as the fog, i.e. desaturate the fog, and darken it a little




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 03-23-2007 09:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


ah....good plan, along the same lines as the foghull, I hadn't thought of that.



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Extreme evil
Extreme evil
Joined: 02 Mar 2002
Posts: 1637
PostPosted: 03-23-2007 09:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


dnky wrote:
ah....good plan, along the same lines as the foghull, I hadn't thought of that.


I have the same problem in my map. What is foghull, will it make it work?




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True Nightmare
True Nightmare
Joined: 06 May 2000
Posts: 4373
PostPosted: 03-23-2007 10:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


seremtan wrote:
make the skybox the same colour as the fog, i.e. desaturate the fog, and darken it a little


Yeah, that. :)
Or just have a nice greenish sky...




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Etile
Etile
Joined: 19 Nov 2003
Posts: 34899
PostPosted: 03-23-2007 10:56 AM           Profile Send private message  E-mail  Edit post Reply with quote


ALMighty wrote:
dnky wrote:
ah....good plan, along the same lines as the foghull, I hadn't thought of that.


I have the same problem in my map. What is foghull, will it make it work?


a foghull is just a normal cubemapped sky, only all the faces are monochrome (generally the same colour as the fog you want to use)

wviperw did a forest map with a foghull. here's the link:

http://wvw.planetquake.gamespy.com/maps/wvwq3dm7.html




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Veteran
Veteran
Joined: 24 Nov 2005
Posts: 188
PostPosted: 03-24-2007 02:24 AM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks seremtan, logical and neat solution:
Image



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Immortal
Immortal
Joined: 12 Mar 2005
Posts: 2205
PostPosted: 03-24-2007 08:53 PM           Profile   Send private message  E-mail  Edit post Reply with quote


lookin neat man.
I like the noir style a lot too :)

Im also happy to see a monochrome map :D I had suggested that as a MC map challenge theme but nothing really came of it.

Sky's lookin a lot better in that second shot.




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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 03-25-2007 12:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


I have been modeling for an application process for a school I'll hopefuly start attending after the next summer.

The request was to write an application, a resume, and to model a car with 1000 triangles at most accompanied with a texture map limited to 1024x1024 in size.

Image Image Image

^^ two renders and an editor shot.




Last edited by corsair on 03-26-2007 09:01 AM, edited 1 time in total.

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Extreme evil
Extreme evil
Joined: 02 Mar 2002
Posts: 1637
PostPosted: 03-25-2007 07:49 PM           Profile Send private message  E-mail  Edit post Reply with quote


corsair, you should convert that to Q3Rally. Looks neat! :)




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diabolical besier hugger in disguise
diabolical besier hugger in disguise
Joined: 17 May 2001
Posts: 4825
PostPosted: 03-26-2007 08:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


thats a neat idea, I'll look into that, thankyou 8D




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FragaGeddon
FragaGeddon
Joined: 16 Sep 2000
Posts: 16007
PostPosted: 03-26-2007 09:07 AM           Profile   Send private message  E-mail  Edit post Reply with quote


ALMighty wrote:
corsair, you should convert that to Q3Rally. Looks neat! :)

Does anybody actually play that mod?




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